3d Keyframe deletion?

I am having trouble "resetting" an animation I made in PS CS6 using the 3d Scene Position tab in my timeline.
I set my keyframes and made the movements and made a decent little video, however when I went to rework the timeline, removing the keyframes did not remove the "movement"
Does anyone know how to remove all of the "moves" so that I am starting from a static 3d image again?
This image is a can I made myself with the lathe and has a label wrapped around it.
thanks!
ross

I did try that after seeing it in a tutorial online. first I manually removed them, then I clicked on the stop watch, removing all visible keyframes.. but the moving the playhead shows that the animation is still in there. I never clicked on any other keyframe layers and all my stopwatches are "clear".. Maybe I need to reboot. thanks for your help though!

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    Process:         Adobe Premiere Pro CC 2014 [696]
    Path:            /Applications/Adobe Premiere Pro CC 2014/Adobe Premiere Pro CC 2014.app/Contents/MacOS/Adobe Premiere Pro CC 2014
    Identifier:      com.adobe.AdobePremierePro
    Version:         8.2.0 (8.2.0)
    Code Type:       X86-64 (Native)
    Parent Process:  launchd [212]
    Responsible:     Adobe Premiere Pro CC 2014 [696]
    User ID:         501
    Date/Time:       2015-01-28 10:11:49.817 -0700
    OS Version:      Mac OS X 10.9.5 (13F34)
    Report Version:  11
    Anonymous UUID:  C952FF8E-A6AA-F0DE-6B82-B28EFDDF79A8
    Crashed Thread:  0  Dispatch queue: com.apple.main-thread
    Exception Type:  EXC_BAD_ACCESS (SIGSEGV)
    Exception Codes: EXC_I386_GPFLT
    External Modification Summary:
      Calls made by other processes targeting this process:
        task_for_pid: 2
        thread_create: 0
        thread_set_state: 0
      Calls made by this process:
        task_for_pid: 0
        thread_create: 0
        thread_set_state: 0
      Calls made by all processes on this machine:
        task_for_pid: 2079
        thread_create: 1
        thread_set_state: 0
    VM Region Summary:
    ReadOnly portion of Libraries: Total=624.6M resident=382.1M(61%) swapped_out_or_unallocated=242.5M(39%)
    Writable regions: Total=2.1G written=558.9M(26%) resident=1.2G(55%) swapped_out=0K(0%) unallocated=967.7M(45%)
    REGION TYPE                      VIRTUAL
    ===========                      =======
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    Memory Module: DIMM 1, 8 GB, DDR3 ECC, 1066 MHz, 0x85F7, 0x463732314755363546393333334700520000
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    frame 40 (where you want the first tween) and then create the blank
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    even copy the properties from frame 40 and paste them on the tween
    at frame 41 so the second image matches the one at frame 40. You
    would Ctrl+click to select frame 40, right-click and choose Copy
    Properties. Then Ctrl+click frame 41 after it's a tween span with
    the second image, and choose Paste Properties.
    Part B: Images cannot be imported onto tween spans, but we
    should reenable it for blank keyframes and statics (this is a known
    issue).
    Part C: You don't want to F6 for a blank keyframe, you can F7
    (or right-click) for one, and then drag your object to the Stage.
    Then back to Part A for the rest of the description :) I'm not sure
    about the object-based question. The tween has been removed, and
    the object that was in the tween is now the static object on the
    Stage. A tween has a target object, which can be removed, added,
    replaced - etc. You change the properties of that object along a
    tween span, which creates the interpolation/tween. You can delete
    the object, and the properties remain, so you can apply a new
    object to it which inherits those tweened properties (hence the
    object-based tweening). Old-school tweening interpolates between
    two different object instances, instead of tweening a single
    instance as in new tweens. Hope that helps clarify the terminology
    (although written in such a short passage... probably not...)
    Another thing you could do is just split the span as you did
    in the first part, and drag the instance you want to tween
    (graphic, movie clip, etc) to the existing tween span without
    removing it. Then if you need to align/resize the image to match,
    you can copy and paste the properties from the previous one at
    frame 41.
    Or even easier, just import all of your assets and convert
    them to movie clips with proper naming and so forth. Split the
    span, and at frame 41 use swap symbol. The new image is
    automatically in the tween without needing to remove or recreate
    anything, and at the correct placement.

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