Animating a chain of bones with Auto IK enabled will not record during Playback+Automatic Keyframe Insertion #54946
Labels
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
2 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender#54946
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
System Information
Windows 7 64bit and Nvidia GTX 970
Blender Version
Broken: 2.79b
f4dc9f9d68
Short description of error
Animating a chain of bones with Auto IK enabled will not record during Playback (Automatic Keyframe Insertion during Playback)
Exact steps for others to reproduce the error
Step 1: Create a new Armature (Single Bone)
Step 2: Subdivide the bone
Step 3: Switch to Pose Mode
Step 4: Enable 'Auto IK' (Tool Shelf)
Step 5: Enable 'Automatic Keyframe insertion for Objects and Bones' (Timeline Editor)
Step 6: Select the last bone in the bone chain
Step 7: Press Play (Alt+A) and move (G key) the selected bone in the viewport
Step 8: Left click to confirm before playhead reaches end of Timeline.
Key frames will be created in the Timeline Editor but the movement of the bones will not be recorded.
Blend file includes Steps 1-6:
BoneChain_AutoIK_Setup.blend
Blend file includes recording attempt:
BoneChain_AutoIK_Recording.blend
Added subscriber: @ElmoMonster
Added subscribers: @JoshuaLeung, @lichtwerk
Changed status from 'Open' to: 'Archived'
Thanx for the report, I think this is not intended to work unfortunately.
Rotation is properly recorded, Location is recorded as well, but you are getting them all in the same place, because 'in the real world' (aka without AutoIK) you wouldnt be able to move the bone because it has a parent.
So location keyframes would not be valid in the FK chain anyways.
I guess what one would really want is visual rotation keyframes for every bone in the (temporary) IK chain. These are not selected though so they dont get keyframes...
I've also tried to follow the code here a bit and [despite some flag relating to INSERTKEY_MATRIX not being set as I would expect it -- but thats another story] it seems it's just not designed to support this.
This could probably be hacked in, but I dont think this is a bug, more like a limitation, @JoshuaLeung, please correct me if I'm wrong [you could also suggest this being a nice TODO: and I'll have a look at supporting visual rotation keyframees for all bones down the chain in this very special case...]
I think in this case, you are better off just setting up a 'real' IK and use that?
Anyways, I dare archiving this as a limitation (not a bug)