Static Override - Replacing proxy of linked group #53787
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Reference: blender/blender#53787
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This task is about how to handle linked groups (typically, whole characters with meshes, armature, often other helper objects…) with static override, as a replacement of proxies. Current idea is briefly exposed below, any input on use cases/scenarii would be appreciated, main goal here is to ensure final design/system:
2.7x proxies
In Blender 2.7x, when you link a group (and instantiate it in the scene), you can create a proxy of each of its grouped objects (usually, its armature). You can then edit that local proxy object, which will affect its 'copy' in all instances of the group (which means you cannot have several different animations for instances of a same linked group e.g., currently).
2.8 static overrides
Static overrides work in much less weird/hacky ways than proxies, which means that making a static override of the group ID alone will be useless currently. Further more, another goal of the new system is to allow several independent 'local instances' of a same linked data.
Idea is now to always make static overrides (and instantiations) of all objects of the group. This will easily allow for multiple copies of the group, and solve a whole lot of issues with double-parenting glitches. So to summarize, process would be:
Added subscriber: @mont29
Added subscribers: @pablovazquez, @dfelinto
Added subscriber: @fsiddi
'Using' as in children of? Using it in the Armature modifier? I mean to avoid bringing objects used by the armature for other purposes such as custom bone shapes for example.
I was thinking mainly about usage in Armature modifier yes, but ultimately all usages that are overridable should lead to overriding the user. Otherwise, you lose the connection between linked objects and local overrides, there is no ways to preserve those without making them all static overrides.
Things like custom bones shapes however (which are armature using other objects) would not be affected (and should most likely not be overridable in the first place, imho?).
Good point. We have to work on how to communicate overrides clearly.
Agreed! I can see the "would be nice..." but it adds complexity and if the system supports it can be added later.
Added subscriber: @JoshuaLeung
Some of the main problems with the old proxies for animators include:
The problem with #2 was that in order to keep the bones in sync (i.e. constraints, parent/appearance/name settings, etc.) you had to put them on "projected" layers. However, this had the side effect of making unkeyed (but tweaked) values go away on undo and file load. There may have also been other consequences, though I can't remember them off-hand.
Changed status from 'Open' to: 'Resolved'