Voxel Remesh is not respecting Shapekeys #69028

Closed
opened 2019-08-22 03:13:07 +02:00 by Jimmy Gunawan · 16 comments

System Information
Operating system: Darwin-19.0.0-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 555 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.0.61

Blender Version
Broken: version: 2.81 (sub 2), branch: master, commit date: 2019-08-15 21:07, hash: 9dab57a9f8
Worked: (optional)

Short description of error
Voxel Remesh did not remesh based on target shapekeys.

Exact steps for others to reproduce the error
Somewhat in Blender 2.81 shapekeys "final result" is often not respected. I test Voxel Remesh and it keeps coming back into the original base mesh.

If I use Animation Nodes to source the Mesh Data and create a new Target Mesh Data, it works correctly and as expected.

Perhaps we need a way to "bake all shapekeys" and dupli instances (joined).

You can see this "bug" in my latest BSLIVE Video on "Tissue AddOn, Shapekeys and Voxel Remesher"

**System Information** Operating system: Darwin-19.0.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 555 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.0.61 **Blender Version** Broken: version: 2.81 (sub 2), branch: master, commit date: 2019-08-15 21:07, hash: `9dab57a9f8` Worked: (optional) **Short description of error** Voxel Remesh did not remesh based on target shapekeys. **Exact steps for others to reproduce the error** Somewhat in Blender 2.81 shapekeys "final result" is often not respected. I test Voxel Remesh and it keeps coming back into the original base mesh. If I use Animation Nodes to source the Mesh Data and create a new Target Mesh Data, it works correctly and as expected. Perhaps we need a way to "bake all shapekeys" and dupli instances (joined). You can see this "bug" in my latest BSLIVE Video on "Tissue AddOn, Shapekeys and Voxel Remesher"
Author

Added subscriber: @BlenderSushiGuy

Added subscriber: @BlenderSushiGuy
Member

Added subscriber: @JacquesLucke

Added subscriber: @JacquesLucke
Member

Please prepare an as-simple-as-possible .blend file that allows us to reproduce the issue (without any addons if possible).

Please prepare an as-simple-as-possible .blend file that allows us to reproduce the issue (without any addons if possible).
Member

Added subscribers: @PabloDobarro, @lichtwerk

Added subscribers: @PabloDobarro, @lichtwerk
Member

I can reproduce, @PabloDobarro : is this intentional?

#69028.blend
Just open the file, F3 > Voxel Remesh

I can reproduce, @PabloDobarro : is this intentional? [#69028.blend](https://archive.blender.org/developer/F7685940/T69028.blend) Just open the file, `F3` > `Voxel Remesh`
Member

In #69028#760091, @lichtwerk wrote:
I can reproduce, @PabloDobarro : is this intentional?

I guess it is (or maybe not?)... I am getting:
BKE_mesh_nomain_to_mesh: YEEK! this should be recoded! Shape key loss!: ID 'MECube'

> In #69028#760091, @lichtwerk wrote: > I can reproduce, @PabloDobarro : is this intentional? I guess it is (or maybe not?)... I am getting: `BKE_mesh_nomain_to_mesh: YEEK! this should be recoded! Shape key loss!: ID 'MECube'`
Member

Yes, this is intentional. The remesher works only with the data of the original mesh, so everything you want to be included needs to be applied (it also works this way with the modifiers stack). Maybe I should mention this in the description of the operator.

Yes, this is intentional. The remesher works only with the data of the original mesh, so everything you want to be included needs to be applied (it also works this way with the modifiers stack). Maybe I should mention this in the description of the operator.
Author

I see, so this is one note about Voxel Remesh. I was hoping that I could Voxel Remesh any mesh at any state, including when it has Dupli Instances. It might be heavy but the result would be quite interesting.

One thing: I do find that "Applying Shapekeys" is actually a tricky business, we need operator to do that maybe that is ran before the Voxel Remesher?

I see, so this is one note about Voxel Remesh. I was hoping that I could Voxel Remesh any mesh at any state, including when it has Dupli Instances. It might be heavy but the result would be quite interesting. One thing: I do find that "Applying Shapekeys" is actually a tricky business, we need operator to do that maybe that is ran before the Voxel Remesher?
Pablo Dobarro was assigned by Philipp Oeser 2019-08-22 16:57:33 +02:00
Member

@PabloDobarro : will keep this open with low prio (as a documentation thingie...)

One thing: I do find that "Applying Shapekeys" is actually a tricky business, we need operator to do that maybe that is ran before the Voxel Remesher?

If this is your only shapekey, you can just delete the Basis shapekey first, then the only one left and have the shapekey "baked".
If you have multiple, it involves two more clicks, see https://blender.stackexchange.com/questions/5364/how-to-apply-shape-keys

@PabloDobarro : will keep this open with low prio (as a documentation thingie...) > One thing: I do find that "Applying Shapekeys" is actually a tricky business, we need operator to do that maybe that is ran before the Voxel Remesher? If this is your only shapekey, you can just delete the Basis shapekey first, then the only one left and have the shapekey "baked". If you have multiple, it involves two more clicks, see https://blender.stackexchange.com/questions/5364/how-to-apply-shape-keys
Author

Ok, got how to "bake" shapekey for Voxel Remesher now...

But still it should just be a single operator that takes the last shape created from Shapekeys and delete everything out.

I found it weird to create mesh from remix and then deleting other shape keys one by one... and then Voxel Remesh :D

Obviously Shapekeys cannot work with Modifier and Sculpting...

Ok, got how to "bake" shapekey for Voxel Remesher now... But still it should just be a single operator that takes the last shape created from Shapekeys and delete everything out. I found it weird to create mesh from remix and then deleting other shape keys one by one... and then Voxel Remesh :D Obviously Shapekeys cannot work with Modifier and Sculpting...
Author

Correction: S\hapekey does work with Modifiers to some extent, but there are some complications. Like sometimes Modifiers cannot be applied, if Shapekeys exists, but then again I can use "Convert to Mesh" to simply apply modifiers etc, and Shapekeys almost always being baked.

Just now, I tried shapekeys and it works with Multires Modifier and Sculpting away... until I hit Voxel Remesh inside Sculpt Mode and Blender frozen.

Correction: S\hapekey does work with Modifiers to some extent, but there are some complications. Like sometimes Modifiers cannot be applied, if Shapekeys exists, but then again I can use "Convert to Mesh" to simply apply modifiers etc, and Shapekeys almost always being baked. Just now, I tried shapekeys and it works with Multires Modifier and Sculpting away... until I hit Voxel Remesh inside Sculpt Mode and Blender frozen.
Author

ERROR (bke.mesh_convert): /Users/gast/blender-buildbot/mac_x86_64_10_9_cmake/blender.git/source/blender/blenkernel/intern/mesh_convert.c:1567 BKE_mesh_nomain_to_mesh: YEEK! this should be recoded! Shape key loss!: ID 'MECube'
Abort trap: 6

ERROR (bke.mesh_convert): /Users/gast/blender-buildbot/mac_x86_64_10_9_cmake/blender.git/source/blender/blenkernel/intern/mesh_convert.c:1567 BKE_mesh_nomain_to_mesh: YEEK! this should be recoded! Shape key loss!: ID 'MECube' Abort trap: 6
Pablo Dobarro was unassigned by Dalai Felinto 2019-12-23 13:54:06 +01:00
Member

The Voxel Remesher always works using the original mesh data. This is valid for both modifiers and shape keys, so this is the intended behavior. We may want to add an option to use the final mesh (from shape keys or modifiers) in the future, it may be useful in some cases.

The Voxel Remesher always works using the original mesh data. This is valid for both modifiers and shape keys, so this is the intended behavior. We may want to add an option to use the final mesh (from shape keys or modifiers) in the future, it may be useful in some cases.

Added subscriber: @ideasman42

Added subscriber: @ideasman42

Changed status from 'Confirmed' to: 'Archived'

Changed status from 'Confirmed' to: 'Archived'
Campbell Barton self-assigned this 2020-09-03 09:20:01 +02:00

Closing since this is a documented limitation.

Closing since this is a documented limitation.
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Reference: blender/blender#69028
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