Motion Paths not working with BlenRig armatures #73686

Closed
opened 2020-02-09 03:30:24 +01:00 by Stephen Hamacek · 22 comments

System Information
Operating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits
Graphics card: NVIDIA GeForce GTX TITAN X OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.33.0 387.10.10.10.40.133

Blender Version
Broken: version: 2.83 (sub 2), branch: master, commit date: 2020-02-07 22:49, hash: a010d97204
Worked: 2.80 but not since

Short description of error
Armature motion paths not working on BlenRig armatures

Exact steps for others to reproduce the error
Load attached .blend in 2.80--Motion paths work, can be updated etc.
Load in 2.81 or above, Motion trails are visible from saving in 2.80, but create or update them on this rig (or other BlenRig armatures that I'm using), and the trails and keyframe numbers just seem to stack on top of each other at the current bone location. I've tried with simple armatures and non BlenRig character rigs and they seem fine, but Motion Paths seem broken with BlenRig, or Blenrig is broken with Motion paths I guess.

BlenRigMotionTrail.blend

**System Information** Operating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits Graphics card: NVIDIA GeForce GTX TITAN X OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.33.0 387.10.10.10.40.133 **Blender Version** Broken: version: 2.83 (sub 2), branch: master, commit date: 2020-02-07 22:49, hash: `a010d97204` Worked: 2.80 but not since **Short description of error** Armature motion paths not working on BlenRig armatures **Exact steps for others to reproduce the error** Load attached .blend in 2.80--Motion paths work, can be updated etc. Load in 2.81 or above, Motion trails are visible from saving in 2.80, but create or update them on this rig (or other BlenRig armatures that I'm using), and the trails and keyframe numbers just seem to stack on top of each other at the current bone location. I've tried with simple armatures and non BlenRig character rigs and they seem fine, but Motion Paths seem broken with BlenRig, or Blenrig is broken with Motion paths I guess. [BlenRigMotionTrail.blend](https://archive.blender.org/developer/F8330583/BlenRigMotionTrail.blend)

Added subscriber: @StephenHamacek

Added subscriber: @StephenHamacek

Added subscriber: @iss

Added subscriber: @iss

Changed status from 'Needs Triage' to: 'Archived'

Changed status from 'Needs Triage' to: 'Archived'
Richard Antalik self-assigned this 2020-02-11 23:49:00 +01:00

I can confirm this, though this isn't officially supported addon.

I see that you file bugreport in addon repo, so you need wait until it's developers can fix problem or find problem on "our side" so we can fix it.

I can confirm this, though this isn't officially supported addon. I see that you file bugreport in addon repo, so you need wait until it's developers can fix problem or find problem on "our side" so we can fix it.
Member

Added subscribers: @jpbouza-4, @lichtwerk

Added subscribers: @jpbouza-4, @lichtwerk
Member

@jpbouza-4: Is this something that needs fixing on the blender side?

@jpbouza-4: Is this something that needs fixing on the blender side?
Member

Added subscriber: @Alex_Rom

Added subscriber: @Alex_Rom

@lichtwerk BlenRig doesn't use coding in the armature, it's a simple armature, so if there anything that is not working with it and blender tools, I guess it should be fixed in Blender.

@StephenHamacek maybe you could provide a test file with just one bone? Like erase all but one bone and see if it keeps happening? Also, have you tried this with the addon turned off?

@lichtwerk BlenRig doesn't use coding in the armature, it's a simple armature, so if there anything that is not working with it and blender tools, I guess it should be fixed in Blender. @StephenHamacek maybe you could provide a test file with just one bone? Like erase all but one bone and see if it keeps happening? Also, have you tried this with the addon turned off?
Member

Changed status from 'Archived' to: 'Needs User Info'

Changed status from 'Archived' to: 'Needs User Info'
Member

@jpbouza-4 : thx getting back
@StephenHamacek: will reopen, but please try to find a way to reproduce this in a simpler rig (this would be a great help in tracking this issue down...)

@jpbouza-4 : thx getting back @StephenHamacek: will reopen, but please try to find a way to reproduce this in a simpler rig (this would be a great help in tracking this issue down...)

In #73686#911396, @jpbouza-4 wrote:
@lichtwerk BlenRig doesn't use coding in the armature, it's a simple armature, so if there anything that is not working with it and blender tools, I guess it should be fixed in Blender.

@StephenHamacek maybe you could provide a test file with just one bone? Like erase all but one bone and see if it keeps happening? Also, have you tried this with the addon turned off?

This also does not work with the addon disabled.

> In #73686#911396, @jpbouza-4 wrote: > @lichtwerk BlenRig doesn't use coding in the armature, it's a simple armature, so if there anything that is not working with it and blender tools, I guess it should be fixed in Blender. > > @StephenHamacek maybe you could provide a test file with just one bone? Like erase all but one bone and see if it keeps happening? Also, have you tried this with the addon turned off? This also does not work with the addon disabled.

Added subscriber: @StanislavOvcharov

Added subscriber: @StanislavOvcharov

@jpbouza-4 Quick test: Motion path works fine and fast on rigify meta-rig but on blenrig 5 add from armature menu it doesn't work, looks like whole bone's path is on first calculated frame and it calculates much longer than rigify. And there is no difference with blenrig 5 addon on or off. Blender 2.83 Win 8.1

@jpbouza-4 Quick test: Motion path works fine and fast on rigify meta-rig but on blenrig 5 add from armature menu it doesn't work, looks like whole bone's path is on first calculated frame and it calculates much longer than rigify. And there is no difference with blenrig 5 addon on or off. Blender 2.83 Win 8.1

Guys, ok, I know what it is, but I don't know why the behavior of blender changed with it.

So, the property is 'Bone Auto Hide' if you disable it as I show in this picture, the motion paths will work again.

https://pasteall.org/pic/2b5915501ca847f7b722064ccafd6776

This is an option that I won't be using in the new BlenRig version I'm working on, to tell you the truth I haven't used it in a while, not even in Spring or the Agent projects. Basically, this option hides the bones depending on the FK / IK state you are in. I really don't know what the motion paths update does behind the scenes, but apparently it doesn't like this auto hide feature.

If you want to fix this permanently, you could press the "expanded" option in that layer tab and you will have a different layer scheme that doesn't use this option.

@lichtwerk in the picture I'm sharing, you can see the function that is causing the problem. I don't know if it is the function itself, the handlers, I don't know and it's not something I'm too familiar with, this is really basic code I managed to put together, but I'm definitely not a coding guy. The file that was first attached in this task contains a py with the function.

So my guess is that something changed in the motion path update code, or in the handlers, I don't know... I suspect that for some reason bones might be getting hidden by the function with the motion path update? Therefore the path is not calculated.

Guys, ok, I know what it is, but I don't know why the behavior of blender changed with it. So, the property is 'Bone Auto Hide' if you disable it as I show in this picture, the motion paths will work again. https://pasteall.org/pic/2b5915501ca847f7b722064ccafd6776 This is an option that I won't be using in the new BlenRig version I'm working on, to tell you the truth I haven't used it in a while, not even in Spring or the Agent projects. Basically, this option hides the bones depending on the FK / IK state you are in. I really don't know what the motion paths update does behind the scenes, but apparently it doesn't like this auto hide feature. If you want to fix this permanently, you could press the "expanded" option in that layer tab and you will have a different layer scheme that doesn't use this option. @lichtwerk in the picture I'm sharing, you can see the function that is causing the problem. I don't know if it is the function itself, the handlers, I don't know and it's not something I'm too familiar with, this is really basic code I managed to put together, but I'm definitely not a coding guy. The file that was first attached in this task contains a py with the function. So my guess is that something changed in the motion path update code, or in the handlers, I don't know... I suspect that for some reason bones might be getting hidden by the function with the motion path update? Therefore the path is not calculated.

It did the trick for IK only. Motion path still doesn't work with FK with autohide disabled

It did the trick for IK only. Motion path still doesn't work with FK with autohide disabled

I don't know @StanislavOvcharov , here I tried and it worked on FK and IK also.

I don't know @StanislavOvcharov , here I tried and it worked on FK and IK also.
Richard Antalik was unassigned by Philipp Oeser 2020-04-18 09:04:31 +02:00
Philipp Oeser self-assigned this 2020-04-18 09:04:31 +02:00
Member

Changed status from 'Needs User Info' to: 'Needs Developer To Reproduce'

Changed status from 'Needs User Info' to: 'Needs Developer To Reproduce'
Member

thx getting back, I will also have a look next week

thx getting back, I will also have a look next week

Added subscriber: @ZedDB

Added subscriber: @ZedDB

I've bisected this down to: f7fce00297

I've bisected this down to: f7fce00297

Closed as duplicate of #71908

Closed as duplicate of #71908

Thanks for all the action, sorry I missed the updates.. didn't realise it got reopened!

Thanks for all the action, sorry I missed the updates.. didn't realise it got reopened!
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Reference: blender/blender#73686
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