Bendy Bones #49315
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Reference: blender/blender#49315
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System Information
Windows 10
NVIDIA GTX 980 Ti
Blender Version
Broken: blender-2.78.0-git.d0e7c7a-windows64
Bendy Bones flip strangely, head behaves differently than tail
Steps to reproduce:
When following Jason Schleifer's tutorial to set bendy bones up with these very nice and intuitive controls, I get strange instability/flipping even before the head bone reaches 90 degrees rotation. The tail bone however behaves as expected.
I'd expect both of them to behave identically, i.e. like the more stable tail bone.
Demo 1 (Click to play)
Demo 2 (Click to play)
Demo 3
Moving Head off its rest position. Click to play.
Demo 4
Twisting Head and Tail respectively with Head off the rest position. Click to play.
Two separate project files showing the same setup (one horizontally in world space, one vertically in world space):
bendybones_vertical.blend
bendybones.blend
Charles Wardlaw regarding this issue asked:
Are you aligning the root and tip quats to a common vector before extracting twist?
Changed status to: 'Open'
Added subscriber: @chrisoffner3d
Click the demo GIF images to show their full animation.
(The preview thumbnails are just static images it seems.)
Added subscriber: @italic
Added subscriber: @sindra1961
It did not occur if I excluded a check of Bone>Relations>Inherit Rotation of Bone.
Bone>Relations>Inherit Rotation: on
Bone>Relations>Inherit Rotation: off
The "good" news here is that this isn't a regression caused by the Bendy Bones changes. The custom handles feature only makes a few changes to the inputs of the calculations performed here (but not the way that the calculations responsible for doing anything of interest happen). This can be verified by disabling the custom handle refs, or by loading the files in old releases. However, this means that we still have to fix whatever it is that's causing this issue...
AFAICT, what's currently happening is that the code works by:
atan2f(diff.zaxis.x, diff.zaxis.z)
(remember, bones use the "y" axis the direction of the bone, so the x and z axes define the roll, and since z is often used as the "up" axis, it's a good reference)My first thought was that it might be due to some discontinuities in
atan2f()
(though that doesn't entirely make sense as those are at 180 degrees, instead of near 90 degrees). So, as a first step, I tried normalising the vector being used for this calculation. However, this just made the problem worse, by now causing a whole lot more flipping than was already happening (i.e. now at +/- 86 degrees, 139 degrees, and 202 degrees).I then added some debug code to try and get a bit more insight into what was going on. It turns out that the roll values were going from about -0.085/-7.056 degrees (roll1/roll2) at z=85 degrees, to 1.70/-22.709 at z=86 degrees, to -142.99/-161.53 at z=87 degrees!
After mulling over it more, I realised that the Stretch To constraint here might also be contributing somewhat to the problems here. This is because the Stretch To constraint basically rebuilds a transform matrix from scratch, and may therefore end up not putting everything back together in the right way. This lead to the discovery of a workaround:
This workaround however is only really useful if you're only going to rotate on the Z-Axis and not the X-Axis (as it ends up flipping which axis exhibits these artifacts). So, probably not that useful in an actual rig for animators to use, but it at least gives us some options.
So, still more investigation needed to figure out what exactly is the real source of this problem, and what the best fix to apply would be...
Added subscriber: @Mets
Added subscriber: @JoshuaLeung
Added subscriber: @dr.sybren
Changed status from 'Confirmed' to: 'Resolved'
Unfortunately the Vimeo link is down, so I removed it from the description. The uploaded GIFs are still good.
I can reproduce this issue in 2.79, but can't reproduce this issue any more with Blender 2.82 alpha (
87b551e836
) so it appears the bug has been fixed already.Please try the latest daily build: https://builder.blender.org/download/
If the problem persists, please let us know so we can re-open the report. Don't forget to mention the specific version you tested again.