Tracking Markers are not selectable in the Viewport #65022

Closed
opened 2019-05-23 09:25:13 +02:00 by Sebastian Koenig · 8 comments

System Information
Operating system: Linux-4.4.0-146-generic-x86_64-with-debian-stretch-sid 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56

Blender Version
Broken: version: 2.80 (sub 71), branch: master, commit date: 2019-05-23 04:27, hash: f417a717b1
Worked: 2.79

Short description of error
To identify tracking problems or use tracking markers as pivot or reference in the 3d Viewport it is sometimes necessary to select tracking markers in the 3d viewport.
In 2.79 this worked as follows:
If the Camera object is not selected and you click on one of the tracking markers in the 3d viewport, the marker gets selected and the camera object with it. If the camera is already selected, you simple select the tracking markers by clicking on them. The selection is synced to the actual tracking markers in the MCE. Currently it only works the other way around.

Exact steps for others to reproduce the error
Open the attached blendfile and try to select any of the markers in the 3d viewport.tracking_marker_selection.blend
It doesnt work, no matter which keymap is active.

**System Information** Operating system: Linux-4.4.0-146-generic-x86_64-with-debian-stretch-sid 64 Bits Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56 **Blender Version** Broken: version: 2.80 (sub 71), branch: master, commit date: 2019-05-23 04:27, hash: `f417a717b1` Worked: 2.79 **Short description of error** To identify tracking problems or use tracking markers as pivot or reference in the 3d Viewport it is sometimes necessary to select tracking markers in the 3d viewport. In 2.79 this worked as follows: If the Camera object is not selected and you click on one of the tracking markers in the 3d viewport, the marker gets selected and the camera object with it. If the camera is already selected, you simple select the tracking markers by clicking on them. The selection is synced to the actual tracking markers in the MCE. Currently it only works the other way around. **Exact steps for others to reproduce the error** Open the attached blendfile and try to select any of the markers in the 3d viewport.[tracking_marker_selection.blend](https://archive.blender.org/developer/F7062875/tracking_marker_selection.blend) It doesnt work, no matter which keymap is active.
Author
Member

Added subscriber: @sebastian_k

Added subscriber: @sebastian_k
Sergey Sharybin was assigned by Sebastian Koenig 2019-05-23 09:25:33 +02:00
Sergey Sharybin removed their assignment 2019-05-23 09:57:38 +02:00
Clément Foucault was assigned by Sergey Sharybin 2019-05-23 09:57:38 +02:00

Added subscriber: @Sergey

Added subscriber: @Sergey

As said in another report, this is more up to Clement or Campbell.
I am not familiar with the new selection code.

As said in another report, this is more up to Clement or Campbell. I am not familiar with the new selection code.

Added subscribers: @WilliamReynish, @ideasman42, @brecht

Added subscribers: @WilliamReynish, @ideasman42, @brecht

the selection code is working correctly. It's a conflict with SCE_OBJECT_MODE_LOCK inside mixed_bones_object_selectbuffer_extended() which filters out the bones & tracking bundles.

If you disable "Lock Object Mode" option it does select the bundles.

I'm not sure what is the expected behavior.

@ideasman42 @brecht @WilliamReynish Any input?

the selection code is working correctly. It's a conflict with `SCE_OBJECT_MODE_LOCK` inside `mixed_bones_object_selectbuffer_extended()` which filters out the bones & tracking bundles. If you disable "Lock Object Mode" option it does select the bundles. I'm not sure what is the expected behavior. @ideasman42 @brecht @WilliamReynish Any input?

@fclem, could be just a historical reason that bundles are handled same as bones (don't remember details, but probably was simplest to add bundles there since the surrounding code was already doing "sub-object" entities selection). Sounds like the mode selection lock should treat bundles same as object or cameras, not as bones.

In other words, if you can select camera, you should be able to select bundle.

@fclem, could be just a historical reason that bundles are handled same as bones (don't remember details, but probably was simplest to add bundles there since the surrounding code was already doing "sub-object" entities selection). Sounds like the mode selection lock should treat bundles same as object or cameras, not as bones. In other words, if you can select camera, you should be able to select bundle.

This issue was referenced by 8a4a05ae85

This issue was referenced by 8a4a05ae85c000832121c8218f3bcee9e9917e1a

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender#65022
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