Armature driving other object visibility gets out of sync if the parent collection is hidden/shown again in viewport #102148
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Reference: blender/blender#102148
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System Information
Operating system: Windows-10-10.0.22000-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25
Blender Version
Broken: version: 3.3.1, branch: master, commit date: 2022-10-04 18:35, hash:
b292cfe5a9
Worked: Never
Short description of error
With a linked override library with some driver on some linked object (render or viewport visibility), if you disable viewport visibility for one parent collection of that object, when the file went open again the changes made to the linked armature gets messy and a resync is needed.
Note that it happens only if there is some driver on one of the linked objects.
Original file:
override_driver_original.blend
Linked file:
override_driver_linked.blend
Exact steps for others to reproduce the error
Added subscriber: @Lucho
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @mont29
This has nothing to do with overrides, the same happens with purely local data (if you apply steps above to
override_driver_original.blend
)... For me objects goes back to where it belongs as soon as I start moving the bone in pose mode though.Anyway, this is an update issue (would bet wrong/missing tagging from code toggling the collection visibility).
Added subscriber: @dr.sybren
I'd actually like to get feedback from #dependency_graph team here too, maybe @dr.sybren would be interested, since this seems to involve armatures/drivers/depsgraph?
rna_Collection_flag_update
only setsID_RECALC_COPY_ON_WRITE
on the affected collection, and then tags relations for updates. Not sure if that's supposed to be enough or even if that's how this is supposed to be handled.Library Override with driver gets messy if the parent collection is hiddento Armature driving other object visibility gets out of sync if the parent collection is hidden/shown again in viewportAdded subscribers: @JacquesLucke, @Sergey
Bastien and I did a little digging, and as it turns out, the driver isn't strictly necessary. Having any animation data on the Cube viewport visibility is enough to trigger this behaviour.
When the Cube visibility is animated/driven,
Cube
andArmature
are present in the depsgraph, even when the parent collection is disabled (and thus its contents are never visible, regardless of the animation). This is probably handled correctly during depsgraph evaluation, leaving them less-than-fully evaluated. When the parent collection is made visible again, it's likely thatCube
andArmature
don't get recomputed (we suspect because their direct visibility didn't change), hence the bad positioning.@Sergey @JacquesLucke what would you think would be the right way to solve this?
There was quite some work put into making it so depsgraph can properly "recover" from partially evlauated ID becoming visible. Think the main part is the D15498, and with some followup fixes. It might be possible that something is still not handled properly there.
Such a depsgraph reaction to visibility updates is not cheap, so there are some limiters set in place and only specific set of cases will trigger that code path. I think of is that the
ID_RECALC_COPY_ON_WRITE
tag on the collection does not trigger visibility update in the dependency graph. So a quick verification of where the root of the problem lies would be to tag scene forID_RECALC_BASE_FLAGS
next to the collection ID tag. If that solves the problem then we need to make depsgrapgh properly react for visibility changes when the collection changes. If that extra tag does not fix the issue a deeper investigation is needed.Hi, sorry if this is offtopic, but I've been plagued by a similar issue this year on most professional projects, armatures keep snapping to a "false" pose from a specific arbitrary frame. It happens at some point in files during the project, and I managed to strip 2 files of all other data part the ones causing this issue. Both case are totally different, but same symptoms, just the trigger seems different.
In this first one, removing the armature from the collection makes it behave normally again:
105873.blend
And on this one, deleting the objects does it, because the mesh's material references an empty that's child constrained on a bone:
Second_bug_test_05.blend
To reproduce the bug, just enter pose mode or select a bone to trigger the false pose, and scroll the timeline to reseal the real animation data.
I reported both when each happened, and it's been confirmed, but I received no other answer, even if this seems like a massive showstopper issue for anyone wanting to use blender for character animation. This thread might be archive, but if these two files can help getting to the root of this issue that would be amazing.
@loicbramoulle From the information I gather about your case it is not related to the visibility drivers. If that is indeed so please submit a dedicated report.