Well this one is going to get nerdy, so if you aren’t interested in the technical details of animating with Blender, skip past this post or consider yourself warned.
For reference purposes, I’m using Blender version 2.49. There is a 2.5 Alpha version available, but I’m not needing to be cutting edge here.
So what was Marie’s problem?

Here is what I was trying to do. First you have to know that I’ve been using Shape Keys on Marie’s Mesh for the last, say 1000 frames or so, to animate her face while she scolds poor Douglas (her husband, read the last post to catch up on the soap opera).
In those frames she was standing in one location, all be it she does move her arms around, specifically to slap around Douglas.
Then we get to my hours of frustation this evening. Now on frame 2300 I want to start moving Marie’s Mesh, along with her Armature and clothes of course, lest this become an R rated animatic.
However once I inserted the first key frame for the location of Marie’s Mesh, it seemed to lock her there. That is, I advanced to frame 2325 moved Marie’s object, the armature and clothes object to a new location and then inserted the key frame. All looked good until you advance another frame and then Marie’s mesh (not the clothes or armature) would pop back to the first location I keyed framed. Upon analysis of the IPOs and action window for Marie’s Mesh and several tests it became clear that although I physically changing her location in the 3D window, every key frame I inserted was being coded at the same location as the first.
I poked around for about an hour and then realized in the IPO window a particular setting. Marie’s IPO was set to be linked to an Action. In fact. Marie’s mesh object was linked to the same action as the shapes for her facial expression were linked to. I unlinked Marie’s IPO from the action in the IPO window and Walla, problem solved.
Don’t ask me why, or how at this point, its too late at night, but I suspect her object IPO can’t share an action with the shape keys.
So I’ll look at this again tomorrow in hopes of fixing the scene file, since all this testing was done in a separate file. And, if I come to some more illuminating conclusions I’ll of course post an update.