End object crashing game engine #40612
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Reference: blender/blender#40612
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System Information
win 7-32 bit
Blender Version
Always
Short description of error
ending object crashes game,
Exact steps for others to reproduce the error
https://www.youtube.com/watch?v=EfwL4yOdMpI
obj.endObject() is commented out,
delete comments to activate
left click, wait left click
here it is without the code
https://www.youtube.com/watch?v=NsIwByUc4Oo
Changed status to: 'Open'
Added subscriber: @JacobMerrill-1
Crash.blend
forgot .blend
Added subscriber: @raco
I can only imagine this won't be looked at due to its complicity. Please provide a simple blend file so it's much easier to confirm whether this is a bug or not.
I have tried,
It seems to be some combination of remove and set parent in one script, and end compound parent.
I can only get it to crash when I get to this point.
Added subscriber: @kupoman
Can not reproduce using Blender 2.70a on Windows 7 64bit.
Added subscriber: @brita
@JacobMerrill-1 I was unable to reproduce the crash. The instructions and blend file were very clear, so I do not know what the problem may be.
Are you sure that it always crashes, that you provided the correct version of the file, etc?
Can you confirm if it crashes on other blender versions? Try the release candidate.
DELETE COMMENTED CODE
then press play,
left click mouse,
wait left click = crash
@JacobMerrill-1 I have deleted the commented code, followed every instruction and watched the videos.
It is not happening here.
Have you verified that the attached file is the correct one and that it is crashing in the 2.71 RC?
https://www.youtube.com/watch?v=QG4ybIvMLVM&feature=youtu.be
yes, it is, also armatures are not running with run armature in a blend I have.
@JacobMerrill-1 is that with 2,71 RC2?
If so I can only ask for someone to test this on windows
Yar, its 2.71 Rc2
I have these strange "artifacts" in my physics bounds, in a more complete version of the compound assembly system, I was thinking they may be a clue,
https://www.youtube.com/watch?v=ojv9-PJ-YlQ
it reminds me of when you look at physics visualization and parent one compound to another compound, and it leaves the "ghost" of the physics where ever the child was moved from before or after parenting...
Added subscriber: @solarlune
I'm able to reproduce the crash using Windows 7 64-bit and a 32-bit build of Blender built myself on June 4th. It would appear that this crash occurs after I wait some time and click, as BPR points out.
However, a much simpler blend file would be appreciated from me, at least, as Raco isn't wrong when he says this is very complex. There's no reason to comment the offending line out and then ask testers to uncomment it. That's what the purpose of the bug report is for - to tell us this is a bug and isn't behaving correctly. There's no reason to have all of the functions and properties currently present if the problem is just parenting and compound physics problems. Just have the simplest script possible with as few objects as possible to reproduce the crash.
I also have found that issue that BPR mentions above, in which parenting a rigid body object to another object leaves behind a ghost physics object. I wouldn't really care, but this ghost triggers raycasts, which isn't great.
the problem lies in the using the same parent object, two times spawned from a second layer
the object's compound physics data is not unique.
check this out
https://www.youtube.com/watch?v=lvLennCqPqk
It makes me believe that the compound physics data is bieng accessed using name rather then a unique object key.
ok... 1 bug report per problem and with the simplest file possible.
Also, I need a simple consistent way to make it crash, or else I can't even know if it is a windows only problem or a 'something-else only' problem.
Well, it looks like it's compound physics data, being shared by added objects,
I guess
Bob=scene.objects['Bob']
Bob1=scene.objects['Bob1']
Bob2=scene.objects['Bob2']
Bob3=scene.objects['Bob3']
listOfOb=[Bob,Bob1,Bob2,Bob3]
Parent=scene.addObject("Parent",own,0)
for objects in listOfOb:
wait a frame
Jerry=scene.objects['Jerry']
Parent2=scene.addObject("Parent",own,0)
Jerry.setParent(Parent,1,0)
(this should show up as physics of Parent2 looking like physics of Parent1)
see the video?
@JacobMerrill-1 this is becoming quite a mess.
I need less code and more simple, not the other way around. Until then I am setting this as invalid.
I will repeat,
this means:
make a new blend file, with only the minimal things necessary to reproduce the bug in the simplest way possible, no need for long descriptions and videos. Just a simple thing.
If the code you just posted is related to some problem, describe the problem and post it on a new report in an organized way
Proof.blend
there you are sir,
This getting fixed makes it so I can finally continue with Wrectified!
Breakdown,
Adding a object from a hidden layer, should not share compound physics data with added copies.....
it does,
ending a object with shared data is bad.
see in the file that the second object inherits the compound shape of the first?
This causes all the problems I am having.
(I suspected the bugs were linked, they are)
In that file you provided, you have a typo on your 'Text' script. On line 12, 'p' should be upper case 'P'.
does that solve the problem you're having?
http://www.pasteall.org/pic/show.php?id=73027
No,
The issue is the items from one, are in the other,
changing the P, does not help (it just does not parent randy)
the issue is
Add a item from another layer that is Compound -Rigid Body (object A)
parent stuff,
Add a second copy of same object,(object B)
parent a object to object b- Compound physics are carried from object A to B.
proof2.blend
Second object added from layer 2 has physics bound of first,
Added items should not share compound physics data.
I've taken the time to simplify BPR's above example blend file to show the problem more readily.
The issue seems to be that when a compound object is spawned in and another object is parented to it, this updates the physics mesh of the parent, but also overwrites the original physics mesh of the object. So, if you spawn another instance of that parent object again, it will have the incorrect physics mesh.
You can see this in the example blend file when the second Parent object is spawned in.
BPRProblemSimplified.blend
ok,
I found a work around using LibNew-
https://www.youtube.com/watch?v=NVdyHAA0HXY&feature=youtu.be
Thanks Raco!
Added subscriber: @sreich
@sreich can you take a look at SolarLune's comment?
The physics shape seems to be intentionally shared?
https://developer.blender.org/diffusion/B/browse/master/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp;9327538f0abeb768fb89a2aee6b58d36cc9ca18f$138
So, ending one object,
that has compound shape,
and its bounds has been changed,
and it's children removed still seems to be crashing,
even a unique mesh using libNew
I was wrong I don't have a work around, as I end up with 1 extra object in the scene with each building iteration. if I delete it , I crash blender,
If there is not going to be a fix can some one help me find a way to work around?
I have a team waiting on me.
or is the problem all the parent/unparent in 1 frame?
Ok, I took a look at simplified, and tried to reproduce my own crash and I can't
I can in my blend however,so it seems it's a problem with my code, not a bug,
can some one confirm?
Changed status from 'Open' to: 'Archived'
@JacobMerrill-1 if you found a bug that you can clearly reproduce, please open a new bug with a clear simple minimal file so that I can take a look at it.
If you are unsure on how to achieve something or if you made a mistake, please ask for support/help instead.
http://www.blender.org/support/
Try #blender #gameblender #pythonblender, the BA forum or professional support.