Joining armatures - Problems with same name on the bones #53909
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Reference: blender/blender#53909
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System Information
Windows 10, NVIDIA GeForce GTX 1060 3GB
Blender Version
Broken: 2.79 (sub 0), branch: master, hash:
5bd8ac9
Short description of error
When joining (CTRL+J) two armatures, bones with the same name will get something like ".001" appended to the name. However this does not behave the same as if we have changed the name of the bones manually before joining. The bones with keyframes (or animations) will fail to update accordingly as the name of the bones gets changed. The bone constraints get lost. (This also causes naming problems on weighted meshes)
Exact steps for others to reproduce the error
Based on a (as simple as possible) attached .blend file with minimum amount of steps
Shift+A
> Armature > Single BoneTab E Esc G Z 1 Enter
----- Done preparations, This is exactly what's done in BlenderCommunityBugReport.blend
Bug:
13. Select both armatures, press:
Ctrl+J
, now one of the animations will failWorkaround:
13. Change the name of the bones in one of the armatures so that no bones have the same name across the armatures
14. Select both armatures, press:
Ctrl+J
, now both of the animations will workOne more thing:
If there are some meshes weightpainted for the bones. The "auto name change" will break the constraints, while "manual name change" will retain them.
BlenderCommunityBugReport.blend
Added subscriber: @timmychan301197
Added subscribers: @JoshuaLeung, @lichtwerk
I can confirm this behaviour (though this is probably a known limitation).
At first glance this even seemed to be implemented in
99a5f376a2
[but not sure, I havent actually verified the commit] but then was limited to drivers only in a730cda72f?@JoshuaLeung : mind having a look?
As written above, a workaround would be manually renaming the bones before joining the armatures. This means that it wouldn't be too difficult to make it automatically rename them for us when joining. Manually renaming all the bones would be a long lasting pain
Ok, so carefully re-reading the bug description, it sounds like there are two parts to this: 1) Animation Data, 2) Constraints
1) Animation Data
Technically, this isn't a bug.
We deliberately don't try to fix animation data when joining armatures, as it is assumed that doing so wouldn't be too useful to do so in most cases. Specifically, we assume that in most production pipelines, you wouldn't really want to be doing any rig merging/splitting once animation has begun. For example:
Furthermore, in most pipelines, the armatures/rigs are defined in one file, while all the per-shot animation are defined in many other unrelated files. This operator can only really fix anything that is connected in the here and now. Again, there's not much point doing it.
Granted, in a few simple cases (provided the right conditions are in place), it might be ok support such functionality (and it would also be quite useful to have it). It recently put in place some similar code for Grease Pencil (in the new branch), so it's not a big deal to adapt this for this case.
2) Constraints
I haven't checked yet whether there are problems here. More investigation needed.
This issue was referenced by
d13b943853
Changed status from 'Open' to: 'Resolved'