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viewport rendering error on linked rigged character when POSE mode
Open, Needs Triage by DeveloperPublic

Description

System Information
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.22

Blender Version
Broken: version: 2.80 (sub 64), branch: master, commit date: 2019-05-15 02:20, hash: rBd09289ff7a8e
Worked: (optional)

When animating using linked character asset sudden error in viewport drawing happens. It happened occasionally not regularly. When present in the scene, its permanent. Helps just deleting proxy and create it from scratch again to get rid of this error.
Hard to describe properly so please check link to video demonstrating it.
Note that we have tested different Blender 2.8x builds and different PC configurations (ie graphic cards - all NVIDIA only) but still this error occured.

Video demonstration here

Thanks,
Libor

Details

Type
Bug

Event Timeline

Brecht Van Lommel (brecht) triaged this task as Needs Information from User priority.

We need an example .blend file and steps to reproduce the problem, a video is not enough information for us to investigate.

Libor Batek (lbatek) added a comment.EditedJun 4 2019, 2:36 PM

Hi,
sending the file...

Debug_Scene

Steps to do:

Select character armature
Enter Pose mode
Select some rig controller (like neck for example)
Move or Rotate the rig controller>breaks the mesh completely
Then exit Pose mode
Move the timeline slider to change frame > mesh is fine again

This leads to breaking the overall mesh during Pose mode (as demonstrated in the video before) and fixes it when out of Pose mode scrubbing timeline to play the anim....

Not sure tho if this can be replicated when u try it on your drive location when linking the files

Cheers

Brecht Van Lommel (brecht) raised the priority of this task from Needs Information from User to Needs Triage by Developer.Jun 19 2019, 11:15 PM
Sebastian Parborg (zeddb) triaged this task as Needs Information from User priority.

Provided files:

The debug scene you provided spits out a huge amount of error when opening it (rig and driver related errors). Additionally the rig seems busted when trying to use it too.

However, if I create a new scene and link in your provided character, it works without issue.
So I'm wondering what you did to get it into this state.

@Sebastian Parborg (zeddb) Hi, regarding the errors you ve got ...to me it seems the scene just missing files which were linked from my drive location. However when trying to fix location to the linked file (provided in subfolder"linked files") it replaces the assets but breaks also the whole thing (please note, this is not the error I was reffering to but one which happens when I try to send you our scene originally located somewhere in our production pipeline linking assets from other location.
I dont know how I suppose to send it to you because of linked files which are neccessary for showcasing the error posted in this thread at the very beginning.

And yes, when linking char asset in a fresh scene ...everthing works fine.

Regarding your question what happened before to get to this state in the scene....spoke with animator who worked on that scene and several things happened...

  1. several character assets used in the scene were removed and replaced with other linked files for a few times (unfortunatelly using DELETE not unlink command) however obviously not banned in b3d (user simply can do this)
  2. animated actions were assigned back to the new linked characters

3)most of the time everthing worked fine but at some occassions above mentioned error happened.
4)removing problematic asset and creating it as new linked library fixed it
5)sometime suddenly this error reappeared again on any random linked character

Its really hard to replicate it and also send it in the same state to you devs...I just removed everthing besides the broken character and keep it linked (file path differs from your location so need to be relinked - opening errors)

One thing which come to my mind is

I m not really sure when unlinking characters or deleting it there are still data in Blender_file / data_api ..is this correct??? I guess If I get rid of linked data there should be left any right? so maybe there was a bunch of libraries left in our scene containing collections, names etc conflicting with the newly linked assets with same names...just my 2 cents

Libor

Sebastian Parborg (zeddb) raised the priority of this task from Needs Information from User to Needs Triage by Developer.