Кнопка назначает стандартные контролёры для анимации Position_XYZ и bezier_float:
for i = 1 to $selection.count do
(
$selection[i].pos.controller = Position_XYZ ()
$selection[i].pos.controller.X_Position.controller = bezier_float ()
$selection[i].pos.controller.Y_Position.controller = bezier_float ()
$selection[i].pos.controller.Z_Position.controller = bezier_float ()

$selection[i].rotation.controller = Euler_XYZ ()
$selection[i].rotation.controller.X_Rotation.controller = bezier_float ()
$selection[i].rotation.controller.Y_Rotation.controller = bezier_float ()
$selection[i].rotation.controller.Z_Rotation.controller = bezier_float ()

$selection[i].scale.controller = ScaleXYZ ()
$selection[i].scale.controller.X_Scale.controller = bezier_float ()
$selection[i].scale.controller.Y_Scale.controller = bezier_float ()
$selection[i].scale.controller.Z_Scale.controller = bezier_float ()
)


(в некоторых случаях полезны другие контролёры поэтому оставляю версию с каментами что бы не забыть)
for i = 1 to $selection.count do
(
/*
if $selection[i].pos.controller != Position_XYZ then $selection[i].pos.controller = Position_XYZ ()
if $selection[i].pos.controller.X_Position.controller != linear_float then $selection[i].pos.controller.X_Position.controller = linear_float ()
if $selection[i].pos.controller.Y_Position.controller != linear_float then $selection[i].pos.controller.Y_Position.controller = linear_float ()
if $selection[i].pos.controller.Z_Position.controller != linear_float then $selection[i].pos.controller.Z_Position.controller = linear_float ()

if $selection[i].rotation.controller != Euler_XYZ then $selection[i].rotation.controller = Euler_XYZ ()
if $selection[i].rotation.controller.X_Rotation.controller != linear_float then $selection[i].rotation.controller.X_Rotation.controller = linear_float ()
if $selection[i].rotation.controller.Y_Rotation.controller != linear_float then $selection[i].rotation.controller.Y_Rotation.controller = linear_float ()
if $selection[i].rotation.controller.Z_Rotation.controller != linear_float then $selection[i].rotation.controller.Z_Rotation.controller = linear_float ()

if $selection[i].scale.controller != ScaleXYZ then $selection[i].scale.controller = ScaleXYZ ()
if $selection[i].scale.controller.X_Scale.controller != linear_float then $selection[i].scale.controller.X_Scale.controller = linear_float ()
if $selection[i].scale.controller.Y_Scale.controller != linear_float then $selection[i].scale.controller.Y_Scale.controller = linear_float ()
if $selection[i].scale.controller.Z_Scale.controller != linear_float then $selection[i].scale.controller.Z_Scale.controller = linear_float ()
*/
$selection[i].pos.controller = Position_XYZ ()
$selection[i].pos.controller.X_Position.controller = bezier_float ()
$selection[i].pos.controller.Y_Position.controller = bezier_float ()
$selection[i].pos.controller.Z_Position.controller = bezier_float ()

$selection[i].rotation.controller = Euler_XYZ ()
$selection[i].rotation.controller.X_Rotation.controller = bezier_float ()
$selection[i].rotation.controller.Y_Rotation.controller = bezier_float ()
$selection[i].rotation.controller.Z_Rotation.controller = bezier_float ()

$selection[i].scale.controller = ScaleXYZ ()
$selection[i].scale.controller.X_Scale.controller = bezier_float ()
$selection[i].scale.controller.Y_Scale.controller = bezier_float ()
$selection[i].scale.controller.Z_Scale.controller = bezier_float ()
--$selection[i].pos.controller = linear_position ()
--$selection[i].pos.controller = Position_XYZ ()
--$selection[i].rotation.controller = linear_rotation ()
--$selection[i].rotation.controller = Euler_XYZ ()
--$selection[i].scale.controller = ScaleXYZ ()
)