OK, now I get it. AS will save dynamically loaded content (audio,images,.obj) using a relative path ONLY if you save EVERYTHING in the same directory as the .anme file.
Knowing this helps a little, but not much. Relative paths should be used each time.
I am now editing by hand three months of .anime files so that it will load dynamic content...
Blend Morphs are a bit of a pain to use if a layer group you are using it on is complex. However, it would be much easier if Blend Morphs made a special keyframe.
Here's an example:
Create a group with several vector layers inside. Create a 1 frame Action using point animation on each vector layer. Repeat until you have all your Actions. Now using Blend Morphs when you use Action 1 each vector layer instide your group will have a keyframe for the point animation.
But what if you screwed up? You have to go into each vector layer and delete the keyframe.
However, if Blend Morphs themselves had a special keyframe on the timeline all you would have to do is delete that one keyframe instead of 7 or however many layers you had.
I guess in the meantime if we could at least get something akin to the "Clear Animation from Layer" but this would be a "Clear Keyframes in Layer at Current Frame" and it would ask you if you wanted to include sub layers.
I agree about the spacebar. Most applications use the spacebar for play/pause and nothing else. I have accidentally created keyframes way too many times. If I don't notice this it really screws me up.