Renaming numbered bones in Outliner does not re-order them alphabetically #51683

Closed
opened 2017-05-31 19:20:33 +02:00 by Adam Janz · 7 comments

System Information
Windows 8.1 64 bit; EVGA GTX 970

Blender Version
Broken: (2.78c e92f235283)

Short description of error

Hi all, I just came across a bug in the outliner. I have 6 bones in an armature each parented (keep offset) to a main bone. When I rename the bones, (ie. Bone_4 > Bone_1) the visual position in the outliner does not change, despite "Sort Alphabetically" being checked. This results in a visually disjointed hierarchy, (ie. 4, 3, 5, 2, 6, 1; instead of 1, 2, 3, 4, 5, 6). Clearing the parent and re-parenting doesn't update them either, which is strange.

Thanks for looking into this.

  • Adam
**System Information** Windows 8.1 64 bit; EVGA GTX 970 **Blender Version** Broken: (2.78c e92f235283) **Short description of error** Hi all, I just came across a bug in the outliner. I have 6 bones in an armature each parented (keep offset) to a main bone. When I rename the bones, (ie. Bone_4 > Bone_1) the visual position in the outliner does not change, despite "Sort Alphabetically" being checked. This results in a visually disjointed hierarchy, (ie. 4, 3, 5, 2, 6, 1; instead of 1, 2, 3, 4, 5, 6). Clearing the parent and re-parenting doesn't update them either, which is strange. Thanks for looking into this. - Adam
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @AdamJanz

Added subscriber: @AdamJanz
Author

I had to trick it by separating all the bones into their own individual armatures then re-combining them one by one back into the original armature. This worked good since I had only 6 bones affected, however, it would be quite tedious if a large number of bones had to be renamed.

I had to trick it by separating all the bones into their own individual armatures then re-combining them one by one back into the original armature. This worked good since I had only 6 bones affected, however, it would be quite tedious if a large number of bones had to be renamed.

Added subscriber: @mont29

Added subscriber: @mont29

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Bastien Montagne self-assigned this 2017-06-01 09:24:57 +02:00

Thanks for the report, but no bug here, this is expected behavior, Outliner only sorts objects, data-blocks or vgroups. Bones are drawn in order they appear in internal storage.

Thanks for the report, but no bug here, this is expected behavior, Outliner only sorts objects, data-blocks or vgroups. Bones are drawn in order they appear in internal storage.
Author

Thanks, Bastien, for letting me know. I guess that would make this a feature request, then. :-) It would be great if the outliner could replicate the behavior of renaming vertex groups, except with bones. There's lots of sort options available there: you can automatically re-order alphabetically if you have "sort items by their name" checked, or, if unchecked, you can click "Sort by Name" in the vertex group specials as a 2nd step and it will update. I could see this being an extremely useful feature, as some custom-non-character rigs require many numbered bones, and in my case, the bone numbering needed to be swapped, which completely messed up the outliner. For this particular rig, I relied heavily on the outliner for bone selection and once I fixed the ordering problem, it made it a lot easier.

Thank you again for your excellent work in developing Blender.

Have a great day.

  • Adam
Thanks, Bastien, for letting me know. I guess that would make this a feature request, then. :-) It would be great if the outliner could replicate the behavior of renaming vertex groups, except with bones. There's lots of sort options available there: you can automatically re-order alphabetically if you have "sort items by their name" checked, or, if unchecked, you can click "Sort by Name" in the vertex group specials as a 2nd step and it will update. I could see this being an extremely useful feature, as some custom-non-character rigs require many numbered bones, and in my case, the bone numbering needed to be swapped, which completely messed up the outliner. For this particular rig, I relied heavily on the outliner for bone selection and once I fixed the ordering problem, it made it a lot easier. Thank you again for your excellent work in developing Blender. Have a great day. - Adam
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Reference: blender/blender#51683
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