Freezes when jumping in front of a keyframe. #38870
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Reference: blender/blender#38870
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System Information
Win7 Enterprise, Radeon X850
Blender Version
Broken: 2.69
Short description of error
Freezing when jumping before a frame.
Exact steps for others to reproduce the error
see file for details: vis.blend
I have a cube that's Z scale is controlled by an F-curve that was baked from a sound (mp3 to be precise, using the default settings, RHCP:Body of Water, if that means anything :) )
I also added the song to a speaker that I parented to the camera (for easier editing).
When I jump after a certain frame and want to go back before it, Blender freezes.
Changed status to: 'Open'
Added subscriber: @PeterPronai
Added subscriber: @mont29
Confirmed in current master as well…
Added subscriber: @Sergey
Note: to reproduce, you need a rather large gap, e.g. in given file, first click on frame 240, then on frame 10, locks 100% of time here. Also note the file has drivers…
Looks like we have a race condition here, in scene_update_objects, BLI_task_pool_work_and_wait() (line 1494) seems to wait indefinitely on BLI_condition_wait(&pool->num_cond, &pool->num_mutex); (line 383 in BLI's task.c). At least, that’s what says gdb.
@Sergey, think this is your area?
Developer note: that's not related on threaded update. Root of the issue is caused by count driver producing really huge values in some cases which makes array modifier work quite some time.
Added subscriber: @brecht
Developer note:
Ok, the issue is coming from
BKE_constraint_mat_convertspace()
when converting world space to local one. This will get object world matrix and invert it. Now, when object does have zero scale across some axis it makes matrix uninvertible and gives verido results.Now, the question is why do we need to get object matrix and normalize it? Wouldn't it be more mathematically robust to get rotation matrix and flip components which corresponds to negative scale components?
@brecht, afair you had quite same issues in Cycles, what was your solution there?
What we do in Cycles is add a small value to the diagonal in case computing the matrix inverse fails:
There's also a
pseudoinverse_m4_m4
function in blenlib that you could use as a fallback instead of adding a value to the diagonal. That will actually keep the axis zero in the inverted matrix so I think it's more accurate but also slower..Seems this http://www.pasteall.org/50452/diff solves the issue, but not sure whether it's really good idea to use pseudo-inverse performance-wise.
This issue was referenced by blender/blender-addons-contrib@d4cc81d552
This issue was referenced by
d4cc81d552
Changed status from 'Open' to: 'Resolved'
Closed by commit
d4cc81d552
.