Bendy Bones scale badly when using cm scene scale #49544

Closed
opened 2016-10-03 12:16:01 +02:00 by Andrei Nadin · 10 comments

System Information
macOS Sierra 10.12.1, GeForce GTX 680MX 2048 MB

Blender Version
Broken: 2.78 (release)
Worked: n/a

Creating Bendy Bones when using centimetre scene scale causes very odd scaling.

Exact steps for others to reproduce the error
Open Blender, set scene units to centimetres

4-Scene Scale.png

Create an armature (single bone), edit mode, subdivide twice.

Object Mode, got to Armature Tab and change to B-Bone.

The bones will get very long and thin.

5-Make B-Bone (cm's).png

If you do this without changing the units/scene scale, the b-bone is correct.

3-Make B-Bone (no scale).png

B-BoneScale.blend

**System Information** macOS Sierra 10.12.1, GeForce GTX 680MX 2048 MB **Blender Version** Broken: 2.78 (release) Worked: n/a Creating Bendy Bones when using centimetre scene scale causes very odd scaling. **Exact steps for others to reproduce the error** Open Blender, set scene units to centimetres ![4-Scene Scale.png](https://archive.blender.org/developer/F373174/4-Scene_Scale.png) Create an armature (single bone), edit mode, subdivide twice. Object Mode, got to Armature Tab and change to B-Bone. The bones will get very long and thin. ![5-Make B-Bone (cm's).png](https://archive.blender.org/developer/F373176/5-Make_B-Bone__cm_s_.png) If you do this without changing the units/scene scale, the b-bone is correct. ![3-Make B-Bone (no scale).png](https://archive.blender.org/developer/F373178/3-Make_B-Bone__no_scale_.png) [B-BoneScale.blend](https://archive.blender.org/developer/F373180/B-BoneScale.blend)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @AnadinX

Added subscriber: @AnadinX

Added subscribers: @JoshuaLeung, @Sergey

Added subscribers: @JoshuaLeung, @Sergey
Joshua Leung was assigned by Sergey Sharybin 2016-10-03 14:56:37 +02:00

@JoshuaLeung, mind having a look here?

@JoshuaLeung, mind having a look here?

Added subscriber: @ThomasSeidelmann

Added subscriber: @ThomasSeidelmann

There is a related problem with cloth physics (maybe with other physics too). Basically the scene scale has no impact on cloth physics at all, meaning the dimensions of the scene remain interpreted as if measured in the default units. The same seems to be happening here.

Can be easily tested by setting up a cloth sim and playing around with the scene scale. Observe it having no impact at all (unless entering big numbers -> probably precision issues). This means when keeping the object size constant with respect to changing scene scale the physics behave differently.

Change Scene Scale to 0.1 -> Scale the models up by 10 -> Cloth sim behaves as if the cloth were gigantic

ClothSimIssue.blend

The same happens in the case of the bendy bones. Observe that changing the scene scale in the provided file has no impact on the bone whatsoever. Since the units are interpreted as meters regardless, a 100cm long bone is displayed like a 100m long bone.

There is a related problem with cloth physics (maybe with other physics too). Basically the scene scale has no impact on cloth physics at all, meaning the dimensions of the scene remain interpreted as if measured in the default units. The same seems to be happening here. Can be easily tested by setting up a cloth sim and playing around with the scene scale. Observe it having no impact at all (unless entering big numbers -> probably precision issues). This means when keeping the object size constant with respect to changing scene scale the physics behave differently. Change Scene Scale to 0.1 -> Scale the models up by 10 -> Cloth sim behaves as if the cloth were gigantic [ClothSimIssue.blend](https://archive.blender.org/developer/F503309/ClothSimIssue.blend) The same happens in the case of the bendy bones. Observe that changing the scene scale in the provided file has no impact on the bone whatsoever. Since the units are interpreted as meters regardless, a 100cm long bone is displayed like a 100m long bone.
Member

Doing this, I noticed that you have to zoom out the view at lot more to see the entire bone (when it is created using cm units). It looks like the bone isn't especially thin; it's more that the thickness doesn't automatically scale to match a 100 BU (i.e. 100 BU = 100 "cm", assuming 1 BU = 1 cm) high bone. In other words, BBone sizes are in absolute units (which are not adjusted to deal with the unit scaling stuff).

EDIT:
I guess the main question we need to address here is:

 Does the BBone size here have any actual effect on quality of deformations, or is this purely a cosmetic thing?
Doing this, I noticed that you have to zoom out the view at lot more to see the entire bone (when it is created using cm units). It looks like the bone isn't especially thin; it's more that the thickness doesn't automatically scale to match a 100 BU (i.e. 100 BU = 100 "cm", assuming 1 BU = 1 cm) high bone. In other words, BBone sizes are in absolute units (which are not adjusted to deal with the unit scaling stuff). EDIT: I guess the main question we need to address here is: ``` Does the BBone size here have any actual effect on quality of deformations, or is this purely a cosmetic thing?
Joshua Leung was unassigned by Dalai Felinto 2019-12-23 16:36:59 +01:00

Added subscriber: @dr.sybren

Added subscriber: @dr.sybren

Changed status from 'Confirmed' to: 'Archived'

Changed status from 'Confirmed' to: 'Archived'
Sybren A. Stüvel self-assigned this 2020-01-09 17:16:49 +01:00

I can't reproduce this any more; the scale doesn't have any impact on the thickness of the B-Bone.

I can't reproduce this any more; the scale doesn't have any impact on the thickness of the B-Bone.
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
5 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#49544
No description provided.