COW problems with keying animation #55047
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Reference: blender/blender#55047
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Blender Version
2.8
0414b0a0be
(Sunday 13May) with--enable-copy-on-write
Short Description
Some simple repro steps for problems with COW and the animation system, hoping it's useful.
Exact steps for others to reproduce the error
Scenario 1
Scenario 2
Fun continues
Fun never ends
Added subscriber: @brita
Added subscribers: @Sergey, @JoshuaLeung
Scenario 1:
Not a bug. It is supposed to clear any unkeyed changes when you change frames
Scenario 2:
That one may be a bug. Undoing reloads the file, causing anim recalc/reflush
3, #4
That's bad
Some quick replies.
Scenario 1 Changing current frame always updates whole animation. I see how this is annoying in your case, but if we will start preserving un-keyed animation across the whole timeline, that would definitely ruin animators' workflow. For the record, this is nothing to do with copy-on-write or 2.8, this is how animation system always worked.
Scenario 2. This is going to be pain. Thing is, global undo (which is a case for keyframe changes in object mode), is like opening fresh file, tossing the whole evaluated data away. Now, the magic-auto-keyframe which happens behind the scenes of dependency graph is storing all required data in the evaluated datablock. This, so far, seemed to be the only solution which would allow us to have two windows at different frames.
This issue is on the list of to-be-looked-way-deeper. It's not really fixable without undo system giving some extra information to dependency graphs.
Scenario 3. This is the issue of insert-keyframe operator not ported to get value from evaluated object, belongs to the task force.
Scenario 4. Holy cow... Imagine, you've got 2 windows, two different times, window 1 tells the cube to be at
(0, 0, 0)
window 2 tells the cube to be at(1, 1, 1)
. You delete ALL keyframes, what is the expected behavior:Scenario 1: you're both right :) behaviour is the same than for 2.79, nevermind!
Scenario 4: I think options get better the more down you go :D
So assuming there is:
If a keyframe gets deleted, I kind of expect that nothing moves. It's just not keyed, but the cubes should both stay where they were? magically?
If I move a timeline, then scenario 1 happens and the cube will jump in the window I moved the timeline. (though I still expect it to not move unless i go to a frame where there is a key. I understand that this was never the case, and that technically there is a curve everywhere)
The are only few things which can make same object to be evaluated differently in different contexts: animation, drivers, and overrides. In this example it's not the case, so cubes must be evaluated to the same state. Violating this will only cause huge issues in the not-that-distant future.
It needs to know where to jump to. That "somewhere" is the original DNA. Which is the same for all contexts. This is also nothing to do with animation. There are more ways which will force things to jump.
My point here is: if jump is not inevitable, do it right away. It must never be the case when one says "Hey, i've clicked Foo and stuff jumped!" and other answers "Well, that's because you've clicked Bar 10 steps before!".
This is not about being the case or not being the case. This is about having consistent state of your scene, which will grant clear understanding of what's going on.
Anyway, the bottom line:
Added subscriber: @mont29
Suggestion after talking with @mont29 :
assuming 2 windows at different times, when the user deletes a key on window 1, write the current evaluated transform in that window to the original DNA.
The end result is that the object would stay in place in the window where the user is working. On window 2 it would jump to the same position than on window 1.
Added subscriber: @brecht
Changed status from 'Open' to: 'Resolved'
I think this was solved since the original report, and if not we have many other reports about keyframing bugs that are more relevant to the current state of the code.