Keyframing off Animated property of rigid body on second frame of rigid body simulation #39529

Open
opened 2014-03-31 10:56:37 +02:00 by Garrett · 14 comments

System Information
OS: Ubuntu 13.10
Linux kernel: 3.11.0-18-generic

Blender Version
Broken: 2.70-b64bdb2-linux-glibc211-x86_64

Short description of error

Normally, keyframing off the Animated property of a rigid body will cause rigid body to maintain its velocity and rotation that it has at the last animated keyframe. However, if the Animated property is keyframed off on the second keyframe of the rigid body simulation, the object will continue the animation from a stand-still, i.e. it loses its initial velocity / rotation.

Exact steps for others to reproduce the error

Create bug:

  • Open new Blender file
  • Keyframe location of the default cube
  • Go to frame 20, move cube along the y-axis by 20 units and keyframe location.
  • Enable Rigid Body for the cube
  • Go to frame 10, enable Animated (Physics context -> Rigid Body panel) and keyframe it
  • Go to frame 11, disable Animated and keyframe it
  • Go to Scene context -> Rigid Body Cache panel, and set Start to 10 (and say, End to 50)
  • Go to 3D View and hit ALT A to start animation. Notice that when the cube reaches frame 10, it loses its y-velocity and just falls straight down.

Resolution:

  • Set the start of Rigid Body Cache to 9.
  • Update cache by unlinking the RigidBodyWorld group from Rigid Body World panel, then choose it again.

Play animation again, and it's fine.

Although, I have figured out how to get it working, I think this is unexpected behaviour (which took me a long time to figure out).

Steps 1-7 have already been completed in this file: rigidBody_bug.blend

**System Information** OS: Ubuntu 13.10 Linux kernel: 3.11.0-18-generic **Blender Version** Broken: 2.70-b64bdb2-linux-glibc211-x86_64 **Short description of error** Normally, keyframing off the Animated property of a rigid body will cause rigid body to maintain its velocity and rotation that it has at the last animated keyframe. However, if the Animated property is keyframed off on the second keyframe of the rigid body simulation, the object will continue the animation from a stand-still, i.e. it loses its initial velocity / rotation. **Exact steps for others to reproduce the error** Create bug: - Open new Blender file - Keyframe location of the default cube - Go to frame 20, move cube along the y-axis by 20 units and keyframe location. - Enable Rigid Body for the cube - Go to frame 10, enable Animated (Physics context -> Rigid Body panel) and keyframe it - Go to frame 11, disable Animated and keyframe it - Go to Scene context -> Rigid Body Cache panel, and set Start to 10 (and say, End to 50) - Go to 3D View and hit ALT A to start animation. Notice that when the cube reaches frame 10, it loses its y-velocity and just falls straight down. Resolution: - Set the start of Rigid Body Cache to 9. - Update cache by unlinking the RigidBodyWorld group from Rigid Body World panel, then choose it again. # Play animation again, and it's fine. Although, I have figured out how to get it working, I think this is unexpected behaviour (which took me a long time to figure out). Steps 1-7 have already been completed in this file: [rigidBody_bug.blend](https://archive.blender.org/developer/F83543/rigidBody_bug.blend)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @Garrett-8

Added subscriber: @Garrett-8
Sergej Reich self-assigned this 2014-03-31 16:19:11 +02:00

Hmm, I'll have to think about this. Not quite sure if we can make this work.

Hmm, I'll have to think about this. Not quite sure if we can make this work.

Added subscribers: @sreich, @Sergey

Added subscribers: @sreich, @Sergey

@sreich, so can we make it to work? :)

@sreich, so can we make it to work? :)
Member

Added subscriber: @JulianEisel

Added subscriber: @JulianEisel
Member

@sreich, sooooo? ;P

@sreich, sooooo? ;P

Added subscriber: @alexang

Added subscriber: @alexang

Still broken in 2.8. What is the workaround?

Still broken in 2.8. What is the workaround?
Sergej Reich was unassigned by Dalai Felinto 2019-12-23 16:38:24 +01:00

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Given this statement and the time this report is open, I will indicate this problem as a Known Issue.

In #39529#216870, @sreich wrote:
Hmm, I'll have to think about this. Not quite sure if we can make this work.

Given this statement and the time this report is open, I will indicate this problem as a `Known Issue`. > In #39529#216870, @sreich wrote: > Hmm, I'll have to think about this. Not quite sure if we can make this work.

Added subscriber: @gogo

Added subscriber: @gogo

Added subscriber: @DefeatedTV

Added subscriber: @DefeatedTV

i found a solution for a part of this issue, you can simply keyframe the viewport and render visibility of the object place a copy of the object at the frame the physics engine will take over make it invisible until the frame is reached,

so very rough explained: you have 2 objects one is going to be animated the other one is going to be simulated noone only one object is visible at a time.

i found a solution for a part of this issue, you can simply keyframe the viewport and render visibility of the object place a copy of the object at the frame the physics engine will take over make it invisible until the frame is reached, so very rough explained: you have 2 objects one is going to be animated the other one is going to be simulated noone only one object is visible at a time.
Philipp Oeser removed the
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Reference: blender/blender#39529
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