"Could not insert keyframe, as RNA path is invalid for the given ID..." #83550

Closed
opened 2020-12-08 13:48:24 +01:00 by burger@wiredworks.com · 6 comments

System Information
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: Quadro K2000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 385.69

Blender Version
Broken: version: 2.83.4, branch: master, commit date: 2020-08-05 06:00, hash: c113af8288
Worked: Never (2.80+)

Short description of error
Manually inserting Key frame point in Graph Editor not possible

Steps to reproduce
#83550.blend
In Graph Editor -> Try to insert Key Frame Point by pressing I. Select :

  • All Channels -> Could not insert keyframe, as RNA path is invalid for the given ID (ID = OBCube, path = Pos)
  • Only Selected Channels -> Could not insert keyframe, as RNA path is invalid for the given ID (ID = OBCube, path = Pos)
  • Active Channels at Cursor -> OK
  • Selected Channels at Cursor -> OK

#34958 had problems with a name containing quotation marks, like this: Mouth-"W"
but 'Pos' seems to be straight forward.

THX
Martin

**System Information** Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: Quadro K2000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 385.69 **Blender Version** Broken: version: 2.83.4, branch: master, commit date: 2020-08-05 06:00, hash: `c113af8288` Worked: Never (2.80+) **Short description of error** Manually inserting Key frame point in Graph Editor not possible **Steps to reproduce** [#83550.blend](https://archive.blender.org/developer/F9502832/T83550.blend) In Graph Editor -> Try to insert Key Frame Point by pressing I. Select : - All Channels -> Could not insert keyframe, as RNA path is invalid for the given ID (ID = OBCube, path = Pos) - Only Selected Channels -> Could not insert keyframe, as RNA path is invalid for the given ID (ID = OBCube, path = Pos) - Active Channels at Cursor -> OK - Selected Channels at Cursor -> OK #34958 had problems with a name containing quotation marks, like this: Mouth-"W" but 'Pos' seems to be straight forward. THX Martin

Added subscriber: @martburg

Added subscriber: @martburg

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

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

Added subscriber: @dr.sybren

Added subscriber: @dr.sybren

Changed status from 'Confirmed' to: 'Archived'

Changed status from 'Confirmed' to: 'Archived'

The root of the problem is that you're trying to animate a non-existent property. The two options that don't work in this case are the ones without "At Cursor", which implies "At Current Value Of The Property". Since the property doesn't exist, Blender cannot look up the value. It also uses this property to check for drivers on the same property. You could argue that it should bluntly insert the key into the FCurve when it cannot find the animated property, but that's not how it is implemented at the moment.

I'm marking the report as "invalid", because I don't see the behaviour as a bug, and also because I don't see the practical use of editing animation data for non-existing properties. @martburg is there a reason you need this?

The root of the problem is that you're trying to animate a non-existent property. The two options that don't work in this case are the ones without "At Cursor", which implies "At Current Value Of The Property". Since the property doesn't exist, Blender cannot look up the value. It also uses this property to check for drivers on the same property. You could argue that it should bluntly insert the key into the FCurve when it cannot find the animated property, but that's not how it is implemented at the moment. I'm marking the report as "invalid", because I don't see the behaviour as a bug, and also because I don't see the practical use of editing animation data for non-existing properties. @martburg is there a reason you need this?

The Workaround of creating a property to animate is obvious.

But it seems inconsistent as Active Channel and Selected Channels at Cursor is working.

Why would I need this feature:

I'm implementing an add-on that allows Blender to Interact with physical Actuators ( https://github.com/wiredworks/wiredworks_winches) so the animation must adhere to the physical properties of those motors ( Jerk, Acceleration, Velocity, WayOfTravel ). After creating a default Motion Profile (using a script) the next step would have been to enable the user to manipulate the Velocity property with keyframe_points while keeping the rest of the boundaries ( Jerk, Acc, Travel) intact.
It seems to me that the existing editors are not up to this task as time in Blender is to coarsely grained (#83051) so for now I'll have to export the profiles manipulate them according to the set limits and re-import them after manipulation. But I'll suggest a new editor in Right-Click_Select

THX, for your patience.

Martin

The Workaround of creating a property to animate is obvious. But it seems inconsistent as Active Channel and Selected Channels at Cursor is working. Why would I need this feature: I'm implementing an add-on that allows Blender to Interact with physical Actuators ( https://github.com/wiredworks/wiredworks_winches) so the animation must adhere to the physical properties of those motors ( Jerk, Acceleration, Velocity, WayOfTravel ). After creating a default Motion Profile (using a script) the next step would have been to enable the user to manipulate the Velocity property with keyframe_points while keeping the rest of the boundaries ( Jerk, Acc, Travel) intact. It seems to me that the existing editors are not up to this task as time in Blender is to coarsely grained (#83051) so for now I'll have to export the profiles manipulate them according to the set limits and re-import them after manipulation. But I'll suggest a new editor in Right-Click_Select THX, for your patience. Martin
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Reference: blender/blender#83550
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