Linking empties with rigid body constraints into new scene will result in losing constraint settings #44080

Closed
opened 2015-03-21 18:39:47 +01:00 by Kai Kostack · 12 comments

System Information
Win7 x64

Blender Version
Broken: 2.74 and below

Short description of error
Linking empties with rigid body constraints attached to them into a newly fresh scene will result in losing those constraint settings, as opposed to linking rigid body objects which works.

Exact steps for others to reproduce the error

  • Add rigid body to default cube (only required to create "RigidBodyWorld")
  • Add empty to scene
  • Add rigid body constraint to empty
  • Add new scene
  • Link empty from original scene to new scene

The empty in the new scene will now lack the constraint settings. In contrast if you link the cube as well, its rigid body settings will be kept. Looks like inconsistent behaviour.

BTW, would be nice if rigid body tools' "copy from active" would work also on constraint objects.

**System Information** Win7 x64 **Blender Version** Broken: 2.74 and below **Short description of error** Linking empties with rigid body constraints attached to them into a newly fresh scene will result in losing those constraint settings, as opposed to linking rigid body objects which works. **Exact steps for others to reproduce the error** - Add rigid body to default cube (only required to create "RigidBodyWorld") - Add empty to scene - Add rigid body constraint to empty - Add new scene - Link empty from original scene to new scene The empty in the new scene will now lack the constraint settings. In contrast if you link the cube as well, its rigid body settings will be kept. Looks like inconsistent behaviour. BTW, would be nice if rigid body tools' "copy from active" would work also on constraint objects.
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @KaiKostack-3

Added subscriber: @KaiKostack-3
Sergej Reich was assigned by Julian Eisel 2015-03-23 17:24:05 +01:00
Member

Added subscribers: @sreich, @JulianEisel

Added subscribers: @sreich, @JulianEisel
Member

Not sure, but looks like I would expect it. It doesn't make much sense to have a constraint to an object that isn't there at all. @sreich, what would you say?

Not sure, but looks like I would expect it. It doesn't make much sense to have a constraint to an object that isn't there at all. @sreich, what would you say?
Author

Let me correct the report then as follows.

Instead of:

  • Link empty from original scene to new scene

Do:

  • Add a second cube to original scene
  • Assign cubes to constraint
  • Link empty + cubes from original scene to new scene

I hope now it makes more sense to you.

Let me correct the report then as follows. Instead of: - Link empty from original scene to new scene Do: - Add a second cube to original scene - Assign cubes to constraint - Link empty + cubes from original scene to new scene I hope now it makes more sense to you.
Member

I see that the constaints are getting cleared, but that would be considered as a todo. I'd still like to hear Sergej's voice on that though.

I see that the constaints are getting cleared, but that would be considered as a todo. I'd still like to hear Sergej's voice on that though.
Author

I have to correct the report again. Apparently when linking to the new scene both rigid body and constraint settings will be linked as well. But if you now unlink both from the original scene the settings in the second scene are gone too. I guess they should be copied then?

I have to correct the report again. Apparently when linking to the new scene both rigid body and constraint settings will be linked as well. But if you now unlink both from the original scene the settings in the second scene are gone too. I guess they should be copied then?

Linking with rigid bodies is tricky, afair we decided that you counldn't link individual rigid body objects but could link entire scenes containing rigid bodies.
The problem is that the rigid body world belongs to the scene which causes all sorts of trouble for linking.
If you need individual objects you have to bake. Otherwise keep all objects that belong to one simulation in one scene.
Not sure if the unlinking in this case is a bug though, I don't really have this stuff in my head anymore and can't tell what is good behaviour for linked objects in blender.

Linking with rigid bodies is tricky, afair we decided that you counldn't link individual rigid body objects but could link entire scenes containing rigid bodies. The problem is that the rigid body world belongs to the scene which causes all sorts of trouble for linking. If you need individual objects you have to bake. Otherwise keep all objects that belong to one simulation in one scene. Not sure if the unlinking in this case is a bug though, I don't really have this stuff in my head anymore and can't tell what is good behaviour for linked objects in blender.
Author

The unlinking issue can be harmful to your work. Think of one who would like to move a complex simulation rig into a different scene for logistic reasons, everything looks perfect for the user as everything appears to work. Now he deletes the simulation in the original scene and saves his work, unknowingly that he just destroyed his simulation which he considered to be safe in the other scene.

The unlinking issue can be harmful to your work. Think of one who would like to move a complex simulation rig into a different scene for logistic reasons, everything looks perfect for the user as everything appears to work. Now he deletes the simulation in the original scene and saves his work, unknowingly that he just destroyed his simulation which he considered to be safe in the other scene.

Added subscriber: @ideasman42

Added subscriber: @ideasman42

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'

@KaiKostack-3, we're not suggesting this isn't useful, but this is indeed quite complicated w.r.t. linking.

I would move this to TODO, however realistically I don't think this is going to be supported, so documenting as a known-limitation instead.

rBM774, https://www.blender.org/manual/data_system/linked_libraries.html#known-limitations

@KaiKostack-3, we're not suggesting this isn't useful, but this is indeed quite complicated w.r.t. linking. I would move this to TODO, however realistically I don't think this is going to be supported, so documenting as a known-limitation instead. rBM774, https://www.blender.org/manual/data_system/linked_libraries.html#known-limitations
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Reference: blender/blender#44080
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