Should "Make instances real" keep animation data from original objects? #81577

Open
opened 2020-10-09 14:18:37 +02:00 by Yashar · 21 comments

System Information
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38

Blender Version
Broken: version: 2.91.0 Alpha, branch: master, commit date: 2020-09-25 20:54, hash: 83dc97ccc0
Worked: (newest version of Blender that worked as expected)

Short description of error
Make instances real removes object drivers.

Exact steps for others to reproduce the error
Description:
In the attached file there is a cube which is included in a collection named "Box".
The cube has a simple driver on the location X axis.
In Scene.001 there is a collection instance of "Box" collection.
When i make instances real, new cube does not have the driver.

Steps:
Go to Scene.001
Select the collection instance
Press Ctrl+A > Apply Menu > Make Instances Real
Make Instances Real Removes Drivers.blend

**System Information** Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38 **Blender Version** Broken: version: 2.91.0 Alpha, branch: master, commit date: 2020-09-25 20:54, hash: `83dc97ccc0` Worked: (newest version of Blender that worked as expected) **Short description of error** Make instances real removes object drivers. **Exact steps for others to reproduce the error** Description: In the attached file there is a cube which is included in a collection named "Box". The cube has a simple driver on the location X axis. In Scene.001 there is a collection instance of "Box" collection. When i make instances real, new cube does not have the driver. Steps: Go to Scene.001 Select the collection instance Press Ctrl+A > Apply Menu > Make Instances Real [Make Instances Real Removes Drivers.blend](https://archive.blender.org/developer/F8971081/Make_Instances_Real_Removes_Drivers.blend)

#90773 was marked as duplicate of this issue

#90773 was marked as duplicate of this issue
Author

Added subscriber: @Yashar

Added subscriber: @Yashar
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

Not sure if this would be desired behavior in all cases.
Should it also copy regular Actions (not just drivers)?

Maybe this a candidate for respecting this User Preference as well?
image.png

Pointing out this is not a bug atm. it happens on purpose [just does BKE_id_copy - which does not copy animation data, and even explicitly removes animdata and constraints BKE_animdata_free / BKE_constraints_free]

Not sure if this would be desired behavior in all cases. Should it also copy regular Actions (not just drivers)? Maybe this a candidate for respecting this User Preference as well? ![image.png](https://archive.blender.org/developer/F8971193/image.png) Pointing out this is not a bug atm. it happens on purpose [just does `BKE_id_copy` - which does not copy animation data, and even explicitly removes animdata and constraints `BKE_animdata_free` / `BKE_constraints_free`]
Bastien Montagne changed title from Make instances real doesn't keep drivers to Should "Make instances real" keep anitmation data from original objects? 2020-10-09 17:44:49 +02:00

Added subscriber: @mont29

Added subscriber: @mont29

Definitively not a bug, at best a TODO if there is consensus to change that behavior.

@lichtwerk would not use those userprefs here, this is not a real copy…

Definitively not a bug, at best a TODO **if** there is consensus to change that behavior. @lichtwerk would not use those userprefs here, this is not a real copy…
Author

I think if it is not a bug it is inconsistency when duplicating objects keeps drivers and make duplicates real doesn't keep.
What is the purpose of duplicating objects without drivers this way?
Collection instance and make duplicates real is a good way for duplicating and instancing objects among different scenes and it would be nice to have similar behaviors to standard duplicating.

I think if it is not a bug it is inconsistency when duplicating objects keeps drivers and make duplicates real doesn't keep. What is the purpose of duplicating objects without drivers this way? Collection instance and make duplicates real is a good way for duplicating and instancing objects among different scenes and it would be nice to have similar behaviors to standard duplicating.

Added subscriber: @dr.sybren

Added subscriber: @dr.sybren

I wouldn't mind if animation data would be copied/referenced as well. The question is still whether to duplicate the Action, or to keep referencing the same one as the original.

In #81577#1031340, @mont29 wrote:
would not use those userprefs here, this is not a real copy…

Why is this not a "real" copy? What is a "real" copy, and how is this different? This isn't intended to sound as sarcastic as it might read, I'm genuinely interested.

I wouldn't mind if animation data would be copied/referenced as well. The question is still whether to duplicate the Action, or to keep referencing the same one as the original. > In #81577#1031340, @mont29 wrote: > would not use those userprefs here, this is not a real copy… Why is this not a "real" copy? What is a "real" copy, and how is this different? This isn't intended to sound as sarcastic as it might read, I'm genuinely interested.

@dr.sybren for me, make instance real primary usage is to generate objects from dupli objects (think particles), not really to be used on an instancing Empty (there are many other ways to do that from the outliner, and get proper instancing in viewlayer then, that you can duplicate in regular ways). In that sense, it's not like actively copying a selected object.

I am mostly wary about case likes particle instances, do we want all of those instantiated objects to get animadata of the original as well? And if we follow the logic, then they should also get duplicates of obdata and materials if those options are enabled in user preferences as well…

@dr.sybren for me, `make instance real` primary usage is to generate objects from dupli objects (think particles), not really to be used on an instancing Empty (there are many other ways to do that from the outliner, and get proper instancing in viewlayer then, that you can duplicate in regular ways). In that sense, it's not like actively copying a selected object. I am mostly wary about case likes particle instances, do we want all of those instantiated objects to get animadata of the original as well? And if we follow the logic, then they should also get duplicates of obdata and materials if those options are enabled in user preferences as well…

In #81577#1032615, @mont29 wrote:
@dr.sybren for me, make instance real primary usage is to generate objects from dupli objects (think particles), not really to be used on an instancing Empty (there are many other ways to do that from the outliner, and get proper instancing in viewlayer then, that you can duplicate in regular ways). In that sense, it's not like actively copying a selected object.

How do you do that from the outliner? This is what I see when I go to Scene.001, then right-click on the "Box" collection:

image.png

None of these suggest "Make instance real" to me.

I am mostly wary about case likes particle instances, do we want all of those instantiated objects to get animadata of the original as well? And if we follow the logic, then they should also get duplicates of obdata and materials if those options are enabled in user preferences as well…

Good point.

> In #81577#1032615, @mont29 wrote: > @dr.sybren for me, `make instance real` primary usage is to generate objects from dupli objects (think particles), not really to be used on an instancing Empty (there are many other ways to do that from the outliner, and get proper instancing in viewlayer then, that you can duplicate in regular ways). In that sense, it's not like actively copying a selected object. How do you do that from the outliner? This is what I see when I go to Scene.001, then right-click on the "Box" collection: ![image.png](https://archive.blender.org/developer/F8994531/image.png) None of these suggest "Make instance real" to me. > I am mostly wary about case likes particle instances, do we want all of those instantiated objects to get animadata of the original as well? And if we follow the logic, then they should also get duplicates of obdata and materials if those options are enabled in user preferences as well… Good point.

@dr.sybren this is a viewport operation (Object -> Apply menu)

@dr.sybren this is a viewport operation (`Object -> Apply` menu)
Author

From outliner you can only link in a collection instance to scene, not a real copy of collection.

From outliner you can only link in a collection instance to scene, not a real copy of collection.
Member

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

Changed status from 'Needs Triage' to: 'Confirmed'
Member

Will set this to confirmed for now (so it forces us to have a look again or make a decision somehow...)

Will set this to confirmed for now (so it forces us to have a look again or make a decision somehow...)
Bastien Montagne changed title from Should "Make instances real" keep anitmation data from original objects? to Should "Make instances real" keep animation data from original objects? 2021-01-06 17:27:19 +01:00

In #81577#1034901, @mont29 wrote:
@dr.sybren this is a viewport operation (Object -> Apply menu)

Doh, thanks.

In #81577#1032615, @mont29 wrote:
I am mostly wary about case likes particle instances, do we want all of those instantiated objects to get animadata of the original as well? And if we follow the logic, then they should also get duplicates of obdata and materials if those options are enabled in user preferences as well…

Would it be possible to distinguish between

  • objects instanced as particles, and
  • objects instanced by an empty?

When you have an animated object instanced via an empty, it the instance behaves as individual object. To me it would make sense to have the result of "Make Instances Real" try and preserve as much of its animation as possible. What do you think @mont29?

> In #81577#1034901, @mont29 wrote: > @dr.sybren this is a viewport operation (`Object -> Apply` menu) Doh, thanks. > In #81577#1032615, @mont29 wrote: > I am mostly wary about case likes particle instances, do we want all of those instantiated objects to get animadata of the original as well? And if we follow the logic, then they should also get duplicates of obdata and materials if those options are enabled in user preferences as well… Would it be possible to distinguish between - objects instanced as particles, and - objects instanced by an empty? When you have an animated object instanced via an empty, it the instance behaves as individual object. To me it would make sense to have the result of "Make Instances Real" try and preserve as much of its animation as possible. What do you think @mont29?

@dr.sybren should be possible yes, DupliObject has a particle_system member for instances generated by particles. Not 100% convinced this is the way to go though, at least this would need a very good documentation, since we'd have a single operator generating two completely different kind of results depending on the input data type...

Think this is a topic of UI/UX department?

@dr.sybren should be possible yes, `DupliObject` has a `particle_system` member for instances generated by particles. Not 100% convinced this is the way to go though, at least this would need a very good documentation, since we'd have a single operator generating two completely different kind of results depending on the input data type... Think this is a topic of UI/UX department?

UI: no, but UX: yeah, probably it is.

I agree that having one operation perform different actions is not a good thing.
On the other hand, to me it doesn't make sense that the flow in this task (having a collection instanced, and being able to say "turn this into real objects") discards animation. It's a bit wider discussion than just the animation module, though, as it's also touching on generic data management.

UI: no, but UX: yeah, probably it is. I agree that having one operation perform different actions is not a good thing. On the other hand, to me it doesn't make sense that the flow in this task (having a collection instanced, and being able to say "turn this into real objects") discards animation. It's a bit wider discussion than just the animation module, though, as it's also touching on generic data management.
Member

Added subscribers: @BlenderTrek, @PratikPB2123

Added subscribers: @BlenderTrek, @PratikPB2123
Philipp Oeser removed the
Interest
Animation & Rigging
label 2023-02-09 14:36:10 +01:00

Is there any recent development about this question ? It has a strong impact for items instanced from Asset Browser to not be able to keep drivers.

Is there any recent development about this question ? It has a strong impact for items instanced from Asset Browser to not be able to keep drivers.

As a motion graphics designer I say: It has to keep. More than that animation data has to be available to control animations within collection instances from outside, GeoNodes for examle, such as Mo-Graph in C4D can do with clones just with one simple effector.
Nowadays it is kinda freakshow and impossibilities to achieve good result without blowing mind.

As a motion graphics designer I say: It has to keep. More than that animation data has to be available to control animations within collection instances from outside, GeoNodes for examle, such as Mo-Graph in C4D can do with clones just with one simple effector. Nowadays it is kinda freakshow and impossibilities to achieve good result without blowing mind.
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
7 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#81577
No description provided.