How can I prevent the following animation frames from affecting the state of the previous animation frames in Unity?
E.g. I create a frame at 0:20 by moving a character leg. And that is it - that is what I would like my character to look like at the 0:20 and I would like to change nothing more about the current positioning of my character parts and never.
But, here I proceed to the 0:40 and move another part of my character - foot this time. And now instead of starting to move after the 0:20 the foot starts to move from the 0:00.
That drives me crazy, because now I have to go through all of the frames before the 0:40 and modify the foot position. Of course in the presented case there is only one frame to update - that is the 0:20. But when I work with complex and long animations I easily stumble across having to update 10 or even more of the previous frames each time I decide to move a part which I did not move in the previous frames.
I noticed the Add keyframe button in the Animation window. I would expect it to preserve all the character parts in frame and solve my issue. But it does not prevent the case explained above from happening.
Another thing I was thinking about is to develop animations backwards - starting from the last frame and proceed to the first frame. But that feels like a lame user experience from a Unity user point of view.
Any help here would be appreciated.