Place a rig and add an AnimationController to it. Create and save an animation with the Animation Editor using all of the animatable parts of the rig. This will cause a KeyframeSequence with Keyframes and Poses to automatically appear in the AnimSaves model inside of the rig.
Select all of the BaseParts inside of the rig and change a property like BrickColor
Undo the property chance
The Output will show a warning “The PARENT property of “BasePart” is locked.”, and any KeyframeSequences containing the affected BasePart Poses get permanently deleted.
Undo-ing again does not bring back the KeyframeSequences and they are gone forever unless you have a published version of them saved on the cloud.
Expected behavior
I expect the KeyframeSequences to not delete themselves if I choose to undo a property of a BasePart that is used in a Pose.
Unfortunately I have been unable to reproduce your issue:
I have created a rig using the Rig Builder. Note that this rig came with a Humanoid and an Animator instances, which are enough to animate the rig. I also tried the steps after deleting the Animator and manually adding an AnimationController, but that didn’t reproduce the issue either.
After selecting the rig in the ACE, I imported a public animation (asset# 656118852) which contains tracks for all the parts. I forced the AnimSaves folder to appear by saving the animation locally (Save As > New… and choosing a random name).
I selected all the parts from the hierarchy in the Explorer window (starting at Head and going down to HumanoidRootPart) and chose a random brick color. The skin of the rig switched to that new brick color, but I didn’t see any warning message.
When I clicked back in the ACE window to reactivate it, the animation was still there, and was still complete.
Could you please join a video of how to reproduce the issue?