renaming bones does not rename bones in all actions - only in the currently selected action #27426

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opened 2011-05-17 23:54:10 +02:00 by Lars Steffens · 6 comments

%%%I added more than one action in the Action Editor.

Then if I rename a bone in an armature only the bone in the currently selected action is renamed.
The bone to be renamed is not renamed in all other actions but the active action (Action Editor).

This breaks the animation for the renamed bone.

Entering the name with "Enter" key does not solve this issue.%%%

%%%I added more than one action in the Action Editor. Then if I rename a bone in an armature only the bone in the currently selected action is renamed. The bone to be renamed is not renamed in all other actions but the active action (Action Editor). This breaks the animation for the renamed bone. Entering the name with "Enter" key does not solve this issue.%%%
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

%%%OS is Windows 7 32bit BTW...%%%

%%%OS is Windows 7 32bit BTW...%%%
Member

%%%assigned to animation guru%%%

%%%assigned to animation guru%%%
Member

%%%Unless by "action editor" you're actually referring to the NLA Editor (which shows strips/long-rectangular-bars instead of keyframes/dots), this is not a bug.

Blender has no way of knowing that some action you happen to have in your file is related to any particular armature. Animation data is created with data resolution paths relative to the ID-block (i.e. for normal bone animation, the object) that it was created on, NOT using absolute paths. This allows you to transfer animation from one rig to another (if the bones are set up correctly), and/or other types of reuse.

The implication is that you should not assume that just because you created multiple actions for/on the single armature in the file, it means that anybody else knows that there's only a single armature for which all the actions belong.

(Hopefully this description is clear. I could reword this explanation later if there's such a need)%%%

%%%Unless by "action editor" you're actually referring to the NLA Editor (which shows strips/long-rectangular-bars instead of keyframes/dots), this is not a bug. Blender has no way of knowing that some action you happen to have in your file is related to any particular armature. Animation data is created with data resolution paths relative to the ID-block (i.e. for normal bone animation, the object) that it was created on, NOT using absolute paths. This allows you to transfer animation from one rig to another (if the bones are set up correctly), and/or other types of reuse. The implication is that you should not assume that just because you created multiple actions for/on the single armature in the file, it means that anybody else knows that there's only a single armature for which all the actions belong. (Hopefully this description is clear. I could reword this explanation later if there's such a need)%%%
Member

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Author

%%%OK ...
The workaround for me is to add Action Strips for each action in the NLA editor.
After that I can savely rename the bones in the armature and all Actions have the correctly renamed bones.

It's a bit weired as I don't use the NLA editor because I use blender to build skinned animations for a XNA game.

Works ... and I can live with this workaround.

Thanks

BTW: Blender 2.5x is really great ... I love it! ;-)%%%

%%%OK ... The workaround for me is to add Action Strips for each action in the NLA editor. After that I can savely rename the bones in the armature and all Actions have the correctly renamed bones. It's a bit weired as I don't use the NLA editor because I use blender to build skinned animations for a XNA game. Works ... and I can live with this workaround. Thanks BTW: Blender 2.5x is really great ... I love it! ;-)%%%
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Reference: blender/blender#27426
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