Issue with Undoing after using next/previous keyframe shortcut. #66913
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Reference: blender/blender#66913
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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
Operating system: Windows10
Graphics card: NVIDIA GeForce GTX 1070
Blender Version
Broken: 2.80 Release Candidate
Worked: (optional)
Short description of error
Using shortcuts for jump to next/previous keyframes and undoing animation modifications.
Exact steps for others to reproduce the error
1-set up shortcuts for jump to keyframes and next/previous frames
2- make a simple animation 2 keyframes (simple translation)
3- back and forth between keyframes with the shortcuts
4- modify the second keyframe (rotate)
6- Undo
The object will snap to the previous keyframe position.
NOTE: #95246 (Undo bone rotation after previous frame/keyframe jump operators undoes frame jump as well (frame in UI is still the same though)) is a duplicate of this report but has a test file and steps which are easier to reproduce.
Added subscriber: @MugenMancer
#95434 was marked as duplicate of this issue
#95246 was marked as duplicate of this issue
#94504 was marked as duplicate of this issue
Undoing after using next/previous keyframe shortcutto Issue with Undoing after using next/previous keyframe shortcut.Added subscriber: @AdamPreisler
I can confirm this, here is the test .blend file
Issue with Undoing after using nextprevious keyframe shortcut.blend
Added subscriber: @lichtwerk
Can confirm as well.
Added subscriber: @ideasman42
Hmm I can't see a difference in the undo stack with key navigation or mouse navigation to a certain frame. They all look like this:
@ideasman42 can you shine some light on this?
Added subscriber: @dr.sybren
Note that we do not want time (i.e. animation data) to be re-evaluated on undo steps. think issue here is, transform values of the object stored in undo steps memfile are then the orig ones (from read data, matching first keyframe I guess).
Not 100% sure how to actually fix this, but think this should wait for after undo-speedup refactor work anyway, as that one changes quite a lot and might make this kind of issues more easily fixable (by allowing a better control over depsgraph re-evaluation after undo step, we could ensure that time/animation is actually re-evaluated in some cases, and not others...).
Added subscriber: @LucianoMunoz
Hey now that the undo speedup is in, is there any chance we can look at this bug?
its very annoying for animation.
Thank you <3
Recently looked into this problem (missed being CC's on this task originally).
The root cause of this issue is that the depsgraph is comparing the current frame with the previously evaluated frame to check if updating for new-frame should be done, see:
DEG_evaluate_on_refresh
.This is a problem for frame-change since unlike transform (for example) the tags to recalculate transform are written into the Object ID's that are stored as part of the memfile undo step (before the recalc flags are handled).
For the frame change operator, the recalc flag set in the scene only updates seeking
ID_RECALC_AUDIO_SEEK
.A workaround for this is to re-evaluate the frame-change before writing the undo data, I tried out a patch for this D13610 and while it works I'd prefer the depsgraph handle this since that seems cleaner and more in keeping with the depsgraph design.
I'd suggest to have a tag for recalculating on frame change that runs irrespective of the last frame used to update the depsgraph.
Frame change operations would set this tag, it can be used along side ID_RECALC_AUDIO_SEEK in most cases.
This way loading undo steps won't miss updating data for frame changes - without having to apply this logic for all undo steps, and without adding hacks to the event system.
Added subscribers: @AFoxInSpace, @PratikPB2123
related (I think) commit:
263148dbac
(for some reason I cannot reproduce the issue reported here, but a related issue has been reported in #95246 -- and that one there is a regression introduced in
263148dbac
...)Added subscribers: @Njesper, @JacquesLucke, @JakobBaldwin, @TKColding
Will also raise prio again (can only assume this was set to low prio in order to wait for the undo speedup - which is in for a year now) since this is quite bad for animators.
Added subscriber: @Facu
This issue was referenced by
35aedd87e7
Changed status from 'Confirmed' to: 'Resolved'