Transform Constraint Doesn't Obey World/World Setting (Inherits from Parent instead!) #40269
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Unbreak Now!
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Reference: blender/blender#40269
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System Information
GNU Linux 64 bit (Fedora 20) Intel CPU, Nvidia GPU
Blender Version
Broken: (example: 2.70.5 Hash
0d9e6a7
)Worked: (2.70a release)
Short description of error
Transform Constraint - specifically here in Scale to Scale in World/World mode used to override inherited scale from parent; now it applies on top breaking multiple rigs
In the shown example, the parent bone has been scaled down. note the difference in 2.70a and Master.
Exact steps for others to reproduce the error
Due to other compatiblity changes, that broke forward compatibility, I've uploaded two files:
A file for 2.70a{F89471}
And a file for Master transform_new.blend
Open transform.blend in 2.7a, note the constraint settings, and that the parent bone is scaled down
Open transform_new.blend in master, note it is exactly the same settings/setup (you can even open transform.blend but not vice versa) and that it looks totally different.
Finally:
This is the rig I had to debug this in!
Changed status to: 'Open'
Added subscriber: @BassamKurdali
reuploading transform.blend
transform.blend
Added subscriber: @mont29
Grmll, I guess this one is for me again…
(No need for two different files here, btw, issues only happen when using rotation in Transform constraint ;) ).
Ok, so issue is (again) introduced by
8714ae09f8
(while working on this constraint, I discovered that scale, unlike rotation or location, was completely replaced by this Transform constraint, and since I saw no good reason for this, I “stupidly” made it relative to org scale, like the others).In absolute, this is good, but since it again breaks existing rigs… Will just revert, not worth adding an option to decide whether constraint is absolute or relative for scale, imho, that Transform already has way too much options.
This issue was referenced by
3bba558944
Changed status from 'Open' to: 'Resolved'
Closed by commit
3bba558944
.Thanks Bastien!
In general it is better to keep bugs / inconsistencies in the current constraints unless there is a consensis by riggers that something has to be changed, otherwise, it just introduces incompatibilities
I think we could design a better constraint/transform system, especially after Lukas' new work on dependency graphs that could accomplish many cool things (optionally) such as:
1- Nodal Workflow/Design
2- Simplify indivudual constraint/ node options reducing complexity/bugs
3- Allow transform nodes which could replace complex and buggy 'offset' options in constraints
4- '3' also allows more flexible ordering of operations (currently we are very hardcoded in which order transform/constraint is evaluated)
5- ?? insert cool idea here :)
Current system is a bit too hackish/overloaded with options and tends to break rigs very easily on changes. It would be really cool to have a more robust system allowing rig assets to have more longevity.
Yes, agree, current system has way too much issues (also, e.g. the fact that each constraint is always evaluated against org matrix of the object, not previous constraint result - what the meaning of having a stack, in this case?), the fact that it only uses matrix, which has some serious limitations at least on rotations, etc. etc. So new design is for sure needed!