Inadequate bake action #33424

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opened 2012-12-05 23:03:36 +01:00 by Aleksey Loginov · 8 comments

%%%Hello, I've found a bug with bake action. This works with 2.62, 2.63 and of course 2.64 (even test and the last builds).
To get an adequate result I should to bake the animation twice. I've tried this on Ubuntu 12.10.

Attached file ready for repeat this issue.

  1. Hit spacebar and typing "bake action". Then we get a strange feminine gait in character, despite the fact that this is a man.
  2. To fix this we should to bake the action again.

%%%

%%%Hello, I've found a bug with bake action. This works with 2.62, 2.63 and of course 2.64 (even test and the last builds). To get an adequate result I should to bake the animation twice. I've tried this on Ubuntu 12.10. Attached file ready for repeat this issue. 1. Hit spacebar and typing "bake action". Then we get a strange feminine gait in character, despite the fact that this is a man. 2. To fix this we should to bake the action again. %%%

Changed status to: 'Open'

Changed status to: 'Open'

%%%this works correctly for me, once baked the animation looks the same as before.
I checked this by exporting a video of baked and non baked versions and then comparing them.

The bones are in different positions but the model looks the same.

I would guess that any change would be caused by constraints/drivers on the bones being applied after the bake is done.%%%

%%%this works correctly for me, once baked the animation looks the same as before. I checked this by exporting a video of baked and non baked versions and then comparing them. The bones are in different positions but the model looks the same. I would guess that any change would be caused by constraints/drivers on the bones being applied after the bake is done.%%%

%%%I've tried this on Windows and got the same bug too.%%%

%%%I've tried this on Windows and got the same bug too.%%%

%%%Seems to be happening when baking from pose mode only. Going out of pose mode and entering it back makes everything looking as it should.

Assigning to Bastien who're familiar with armatures :)%%%

%%%Seems to be happening when baking from pose mode only. Going out of pose mode and entering it back makes everything looking as it should. Assigning to Bastien who're familiar with armatures :)%%%

%%%OK, so, X and Y location fcurves of foot_ik.L and foot_ik.R bones are the issue here… Each time you run the bake action op, they get inverted (in values, i.e. around the 0 X axis in FCurve editor)!

Kinda odd, have to dig deeper to see why this happens!%%%

%%%OK, so, X and Y location fcurves of foot_ik.L and foot_ik.R bones are the issue here… Each time you run the bake action op, they get inverted (in values, i.e. around the 0 X axis in FCurve editor)! Kinda odd, have to dig deeper to see why this happens!%%%

%%%Ok, so that script tries to always make some kind of 'visual keying'... First of all, I'd say this is not a good idea when we keep constraints, in this case simply keying loc/rot/scale values (i.e. matrix_basis) should be enough.

When we do want to remove constraints, visual keying is needed. But not by doing everything in py code! We already have that handled in C code (and it's something tricky when you want to cover all corner-cases), so it's much better to expose the needed stuff to python.

My first idea was to simply expose keying options ('NEEDED', 'VISUAL' and 'XYZ_TO_RGB') to the keyframe_insert function (easy to to, will commit that anyway), but unfortunately this does not work in our case, as we want to key animation from action A into action B :/

So I think I'll expose the nice BKE_constraint_mat_convertspace() through RNA too… ;)%%%

%%%Ok, so that script tries to always make some kind of 'visual keying'... First of all, I'd say this is not a good idea when we keep constraints, in this case simply keying loc/rot/scale values (i.e. matrix_basis) should be enough. When we do want to remove constraints, visual keying is needed. But not by doing everything in py code! We already have that handled in C code (and it's something tricky when you want to cover all corner-cases), so it's much better to expose the needed stuff to python. My first idea was to simply expose keying options ('NEEDED', 'VISUAL' and 'XYZ_TO_RGB') to the keyframe_insert function (easy to to, will commit that anyway), but unfortunately this does not work in our case, as we want to key animation from action A into action B :/ So I think I'll expose the nice BKE_constraint_mat_convertspace() through RNA too… ;)%%%

%%%Fixed in r53369. Thanks for the report! :)%%%

%%%Fixed in r53369. Thanks for the report! :)%%%

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender#33424
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