Applying modifiers in a script after keyframing animation and physics unintended results #39645

Closed
opened 2014-04-08 17:10:57 +02:00 by Dani Epstein · 4 comments

System Information
Ubuntu 13.10
GTX650Ti GTX770

Blender Version
2.70 #b64bdb2

Short description of error
Applying modifiers does not result in the modifiers being applied at the last frame of the animation, but at the last keyframe.

Exact steps for others to reproduce the error
Run the script from the attached .blend file.

Spheres will drop into the flask using bullet. At the end of the simulation, a cylinder is created, and the spheres are used as boolean modifier objects to cut the cylinder.

What should happen is that the modifiers are applied at frame 1000, i.e. the end of the animation/sim. They are applied, however, at the last keyframe.

Is this intended behaviour? I would have expected the modifiers to be applied at the end, especially since playback is specifically moved to the end.

Of the course the workaround is simply to add one more keyframe that does nothing at all right at the end of the sim.

test_boolean_bug_v1.1.blend

**System Information** Ubuntu 13.10 GTX650Ti GTX770 **Blender Version** 2.70 #b64bdb2 **Short description of error** Applying modifiers does not result in the modifiers being applied at the last frame of the animation, but at the last keyframe. **Exact steps for others to reproduce the error** Run the script from the attached .blend file. Spheres will drop into the flask using bullet. At the end of the simulation, a cylinder is created, and the spheres are used as boolean modifier objects to cut the cylinder. What should happen is that the modifiers are applied at frame 1000, i.e. the end of the animation/sim. They are applied, however, at the last keyframe. Is this intended behaviour? I would have expected the modifiers to be applied at the end, especially since playback is specifically moved to the end. Of the course the workaround is simply to add one more keyframe that does nothing at all right at the end of the sim. [test_boolean_bug_v1.1.blend](https://archive.blender.org/developer/F84292/test_boolean_bug_v1.1.blend)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @DaniEpstein

Added subscriber: @DaniEpstein

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Sergey Sharybin self-assigned this 2014-04-10 19:26:59 +02:00

I'm not really sure what the issue here you're referencing to. The file is rather huge and really time consuming to look into.

Please check with the folks from the blenderartist forum or #blender irc room and if you'll really encounter the bug make simple .blend file which demonstrates that exact bug. On;y this way bug hunting works well. This is not a support system but a bug tracker, and it's 50% only of developers work (fix actual bugs), rest of 50% goes to the artist to prepare a clear case of such a case.

I'm closing the report for until it's clear what the bug actually is. Once you've got a clear demonstration please write it here and i'll re-open the issue.

I'm not really sure what the issue here you're referencing to. The file is rather huge and really time consuming to look into. Please check with the folks from the blenderartist forum or #blender irc room and if you'll really encounter the bug make simple .blend file which demonstrates that exact bug. On;y this way bug hunting works well. This is not a support system but a bug tracker, and it's 50% only of developers work (fix actual bugs), rest of 50% goes to the artist to prepare a clear case of such a case. I'm closing the report for until it's clear what the bug actually is. Once you've got a clear demonstration please write it here and i'll re-open the issue.
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Reference: blender/blender#39645
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