Voxel Remesh is not respecting Shapekeys #69028
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Reference: blender/blender#69028
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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"
Added subscriber: @BlenderSushiGuy
Added subscriber: @JacquesLucke
Please prepare an as-simple-as-possible .blend file that allows us to reproduce the issue (without any addons if possible).
Added subscribers: @PabloDobarro, @lichtwerk
I can reproduce, @PabloDobarro : is this intentional?
#69028.blend
Just open the file,
F3
>Voxel Remesh
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'
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.
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?
@PabloDobarro : will keep this open with low prio (as a documentation thingie...)
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
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...
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.
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
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
Changed status from 'Confirmed' to: 'Archived'
Closing since this is a documented limitation.