Keying Sets: Ticking the Array Target: All Items check box only includes the array items AFTER the one which has initially been added to the Keying Set #48029

Closed
opened 2016-04-01 13:08:25 +02:00 by Chris Offner · 6 comments

System Information
Windows 10 Pro x64 // NVIDIA GTX 980 Ti

Blender Version
Broken: (example: 2.77)

When I use a Keying Set and add a single channel to it (via right-click > Add Single to Keying Set or hovering over it and hitting "K"), I can then use the hotkey "I" to set a key on only that channel.
If I then in the Active Keying Set options tick the Array Target: All Items check box I'd expect all channels (X,Y,Z) of that set to get keyed when I hit "I". However, All Items seems to only include all Items after the initially added one.

If I add Location X, then use All Items and hit I, I get a key on all Location X, Y and Z.
If I add Location Y, then use All Items and hit I, I get a key on only Location Y and Z.
If I add Location Z, then use All Items and hit I, I get a key on only Location Z.

VIDEO DEMONSTRATION: http://blenderartists.org/forum/showthread.php?395328-A-MODO-artist-learns-Blender-Comparing-the-Basics-VIDEO&p=3030431&viewfull=1#post3030431

Jason Schleifer confirmed it must be a bug: http://blenderartists.org/forum/showthread.php?395328-A-MODO-artist-learns-Blender-Comparing-the-Basics-VIDEO&p=3030510&viewfull=1#post3030510

It basically still always uses [X:] as the list of channels it uses, with X being whatever index is set.
What it should probably do is set the index to 0 when you click "All Items", as well as storing the initial index in a variable and restoring it when "All Items" gets unticked.

**System Information** Windows 10 Pro x64 // NVIDIA GTX 980 Ti **Blender Version** Broken: (example: 2.77) When I use a Keying Set and add a single channel to it (via right-click > Add Single to Keying Set or hovering over it and hitting "K"), I can then use the hotkey "I" to set a key on only that channel. If I then in the Active Keying Set options tick the Array Target: All Items check box I'd expect all channels (X,Y,Z) of that set to get keyed when I hit "I". However, All Items seems to only include all Items after the initially added one. If I add Location X, then use All Items and hit I, I get a key on all Location X, Y and Z. If I add Location Y, then use All Items and hit I, I get a key on only Location Y and Z. If I add Location Z, then use All Items and hit I, I get a key on only Location Z. VIDEO DEMONSTRATION: http://blenderartists.org/forum/showthread.php?395328-A-MODO-artist-learns-Blender-Comparing-the-Basics-VIDEO&p=3030431&viewfull=1#post3030431 Jason Schleifer confirmed it must be a bug: http://blenderartists.org/forum/showthread.php?395328-A-MODO-artist-learns-Blender-Comparing-the-Basics-VIDEO&p=3030510&viewfull=1#post3030510 It basically still always uses [X:] as the list of channels it uses, with X being whatever index is set. What it should probably do is set the index to 0 when you click "All Items", as well as storing the initial index in a variable and restoring it when "All Items" gets unticked.
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @chrisoffner3d

Added subscriber: @chrisoffner3d
Member

Added subscriber: @JoshuaLeung

Added subscriber: @JoshuaLeung
Member

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
Joshua Leung self-assigned this 2016-04-01 15:30:26 +02:00
Member

Haha! I just fixed this bug earlier today after Jason reported it first :)

Thanks for the report anyway, and great work with the videos

Haha! I just fixed this bug earlier today after Jason reported it first :) Thanks for the report anyway, and great work with the videos
Author

Ah, awesome! Thanks for getting back to me as well as fixing the bug so quickly. :)

Ah, awesome! Thanks for getting back to me as well as fixing the bug so quickly. :)
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Reference: blender/blender#48029
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