simulation in new scene causes crash in original scene's simulation #74557

Open
opened 2020-03-09 00:48:24 +01:00 by wueo · 27 comments

System Information
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19

Blender Version
Broken: version: 2.83 (sub 6), branch: master, commit date: 2020-03-07 10:54, hash: 82130bf35c
Worked: (optional)

steps

  • make cube an active rigid body.
  • play simulation
  • then click on new scene button and on full copy.
  • in the new scene, rewind playhead to frame 0
  • run the simulation.
    Blender should crash.

There are more ways to cause crash when full scene copy is done (see comments), but I guess these will stem from single issue.

**System Information** Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19 **Blender Version** Broken: version: 2.83 (sub 6), branch: master, commit date: 2020-03-07 10:54, hash: `82130bf35c` Worked: (optional) **steps** - make cube an active rigid body. - play simulation - then click on new scene button and on full copy. - in the new scene, rewind playhead to frame 0 - run the simulation. Blender should crash. There are more ways to cause crash when full scene copy is done (see comments), but I guess these will stem from single issue.
Author

Added subscriber: @mushroomeo

Added subscriber: @mushroomeo

#98815 was marked as duplicate of this issue

#98815 was marked as duplicate of this issue

#82166 was marked as duplicate of this issue

#82166 was marked as duplicate of this issue

#79910 was marked as duplicate of this issue

#79910 was marked as duplicate of this issue
Author

bug.blend

sry forgot file.

now i lost this blender file T_T

[bug.blend](https://archive.blender.org/developer/F8396023/bug.blend) sry forgot file. now i lost this blender file T_T
Author

just found out that the objects cant be in same place or its exploding . its like the there "ghost" objects that causing intersection... or so

just found out that the objects cant be in same place or its exploding . its like the there "ghost" objects that causing intersection... or so
Member

Added subscriber: @ankitm

Added subscriber: @ankitm
Member

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'
Member

hi! Could you please clarify the steps, to redo the bug reliably ?

hi! Could you please [clarify](https://developer.blender.org/maniphest/task/edit/74557/) the steps, to redo the bug reliably ?
Author

make cube rigid body active. then click on new scene button and on full copy. in the new copy run the simulation. then see. and then switch back to original scene and run simulation again = crash

make cube rigid body active. then click on new scene button and on full copy. in the new copy run the simulation. then see. and then switch back to original scene and run simulation again = crash
Ankit Meel changed title from new scene full copy makes rigid body + constrints bugged + crashd to simulation in new scene causes crash in original scene's simulation 2020-03-09 15:50:18 +01:00
Member

Changed status from 'Needs User Info' to: 'Needs Triage'

Changed status from 'Needs User Info' to: 'Needs Triage'

Added subscriber: @iss

Added subscriber: @iss

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'

@mushroomeo do you experience crash as soon as you play aninmation?

I can only confirm crash when quitting Blender.
Critical steps seem to be only full scene copy after enabling rigidbody, then play animation and quit Blender

bug.blend
With file above, I got this backtrace:

	blender.exe!btRigidBody::removeConstraintRef(btTypedConstraint * c) Řádek 458	C++
 	blender.exe!btDiscreteDynamicsWorld::removeConstraint(btTypedConstraint * constraint) Řádek 674	C++
 	blender.exe!BKE_rigidbody_free_world(Scene * scene) Řádek 122	C
 	blender.exe!scene_free_data(ID * id) Řádek 419	C
 	blender.exe!BKE_id_free_ex(Main * bmain, void * idv, int flag, const bool use_flag_from_idtag) Řádek 321	C
 	blender.exe!BKE_main_free(Main * mainvar) Řádek 74	C
 	blender.exe!BKE_blender_free() Řádek 84	C
 	blender.exe!WM_exit_ex(bContext * C, const bool do_python) Řádek 585	C
 	blender.exe!WM_exit(bContext * C) Řádek 680	C
 	blender.exe!wm_exit_handler(bContext * C, const wmEvent * event, void * userdata) Řádek 452	C
 	blender.exe!wm_handler_ui_call(bContext * C, wmEventHandler_UI * handler, const wmEvent * event, int always_pass) Řádek 620	C
 	blender.exe!wm_handlers_do_intern(bContext * C, wmEvent * event, ListBase * handlers) Řádek 2562	C
 	blender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Řádek 2809	C
 	blender.exe!wm_event_do_handlers(bContext * C) Řádek 3189	C
 	blender.exe!WM_main(bContext * C) Řádek 421	C
 	blender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Řádek 524	C

And with steps

  • make cube rigid body active.
  • then click on new scene button and on full copy.
  • in the new copy run the simulation. then see.
  • and then switch back to original scene and run simulation again = crash
    This backtrace:

Can not access memory of proxy

	blender.exe!btDbvtBroadphase::destroyProxy(btBroadphaseProxy * absproxy, btDispatcher * dispatcher) Řádek 200	C++
 	blender.exe!btCollisionWorld::~btCollisionWorld() Řádek 94	C++
 	[Externí kód]	
 	blender.exe!RB_dworld_delete(rbDynamicsWorld * world) Řádek 168	C++
 	blender.exe!BKE_rigidbody_free_world(Scene * scene) Řádek 140	C
 	blender.exe!scene_free_data(ID * id) Řádek 419	C
 	blender.exe!BKE_id_free_ex(Main * bmain, void * idv, int flag, const bool use_flag_from_idtag) Řádek 321	C
 	blender.exe!BKE_main_free(Main * mainvar) Řádek 74	C
 	blender.exe!BKE_blender_free() Řádek 84	C
 	blender.exe!WM_exit_ex(bContext * C, const bool do_python) Řádek 585	C
 	blender.exe!WM_exit(bContext * C) Řádek 680	C
 	blender.exe!wm_exit_handler(bContext * C, const wmEvent * event, void * userdata) Řádek 452	C
 	blender.exe!wm_handler_ui_call(bContext * C, wmEventHandler_UI * handler, const wmEvent * event, int always_pass) Řádek 620	C
 	blender.exe!wm_handlers_do_intern(bContext * C, wmEvent * event, ListBase * handlers) Řádek 2562	C
 	blender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Řádek 2809	C
 	blender.exe!wm_event_do_handlers(bContext * C) Řádek 3189	C
 	blender.exe!WM_main(bContext * C) Řádek 421	C
 	blender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Řádek 524	C
@mushroomeo do you experience crash as soon as you play aninmation? I can only confirm crash when quitting Blender. Critical steps seem to be only full scene copy after enabling rigidbody, then play animation and quit Blender [bug.blend](https://archive.blender.org/developer/F8396023/bug.blend) With file above, I got this backtrace: ``` blender.exe!btRigidBody::removeConstraintRef(btTypedConstraint * c) Řádek 458 C++ blender.exe!btDiscreteDynamicsWorld::removeConstraint(btTypedConstraint * constraint) Řádek 674 C++ blender.exe!BKE_rigidbody_free_world(Scene * scene) Řádek 122 C blender.exe!scene_free_data(ID * id) Řádek 419 C blender.exe!BKE_id_free_ex(Main * bmain, void * idv, int flag, const bool use_flag_from_idtag) Řádek 321 C blender.exe!BKE_main_free(Main * mainvar) Řádek 74 C blender.exe!BKE_blender_free() Řádek 84 C blender.exe!WM_exit_ex(bContext * C, const bool do_python) Řádek 585 C blender.exe!WM_exit(bContext * C) Řádek 680 C blender.exe!wm_exit_handler(bContext * C, const wmEvent * event, void * userdata) Řádek 452 C blender.exe!wm_handler_ui_call(bContext * C, wmEventHandler_UI * handler, const wmEvent * event, int always_pass) Řádek 620 C blender.exe!wm_handlers_do_intern(bContext * C, wmEvent * event, ListBase * handlers) Řádek 2562 C blender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Řádek 2809 C blender.exe!wm_event_do_handlers(bContext * C) Řádek 3189 C blender.exe!WM_main(bContext * C) Řádek 421 C blender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Řádek 524 C ``` And with steps - make cube rigid body active. - then click on new scene button and on full copy. - in the new copy run the simulation. then see. - and then switch back to original scene and run simulation again = crash This backtrace: Can not access memory of `proxy` ``` blender.exe!btDbvtBroadphase::destroyProxy(btBroadphaseProxy * absproxy, btDispatcher * dispatcher) Řádek 200 C++ blender.exe!btCollisionWorld::~btCollisionWorld() Řádek 94 C++ [Externí kód] blender.exe!RB_dworld_delete(rbDynamicsWorld * world) Řádek 168 C++ blender.exe!BKE_rigidbody_free_world(Scene * scene) Řádek 140 C blender.exe!scene_free_data(ID * id) Řádek 419 C blender.exe!BKE_id_free_ex(Main * bmain, void * idv, int flag, const bool use_flag_from_idtag) Řádek 321 C blender.exe!BKE_main_free(Main * mainvar) Řádek 74 C blender.exe!BKE_blender_free() Řádek 84 C blender.exe!WM_exit_ex(bContext * C, const bool do_python) Řádek 585 C blender.exe!WM_exit(bContext * C) Řádek 680 C blender.exe!wm_exit_handler(bContext * C, const wmEvent * event, void * userdata) Řádek 452 C blender.exe!wm_handler_ui_call(bContext * C, wmEventHandler_UI * handler, const wmEvent * event, int always_pass) Řádek 620 C blender.exe!wm_handlers_do_intern(bContext * C, wmEvent * event, ListBase * handlers) Řádek 2562 C blender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Řádek 2809 C blender.exe!wm_event_do_handlers(bContext * C) Řádek 3189 C blender.exe!WM_main(bContext * C) Řádek 421 C blender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Řádek 524 C ```
Author

tryed again latest 2.83 just now

so i started blender and made cube rigid body active. and new scene full copy then i got crash as soon i played animation.

second try it didnt crash but the object colided with invisibe object on new scene as soon i play animation.

found out that if i make rigid body with mesh collision shape, then then new scene full copy then it crashes much more frequent.

tryed this many times and cant figure it out to make it crash everytime

but if i place object above the original place then it fall through and dont collide so is very weird.

new scene test bug.blend

tryed again latest 2.83 just now so i started blender and made cube rigid body active. and new scene full copy then i got crash as soon i played animation. second try it didnt crash but the object colided with invisibe object on new scene as soon i play animation. found out that if i make rigid body with mesh collision shape, then then new scene full copy then it crashes much more frequent. tryed this many times and cant figure it out to make it crash everytime but if i place object above the original place then it fall through and dont collide so is very weird. [new scene test bug.blend](https://archive.blender.org/developer/F8399495/new_scene_test_bug.blend)

In #74557#888785, @mushroomeo wrote:
tryed again latest 2.83 just now

so i started blender and made cube rigid body active. and new scene full copy then i got crash as soon i played animation.

I suppose you played animation in first scene, before you made full copy, correct?

That would be yet another stacktrace:
parent was NULL

	blender.exe!removeleaf(btDbvt * pdbvt, btDbvtNode * leaf) Řádek 185	C++
 	blender.exe!btDbvt::remove(btDbvtNode * leaf) Řádek 560	C++
 	blender.exe!btDbvtBroadphase::destroyProxy(btBroadphaseProxy * absproxy, btDispatcher * dispatcher) Řádek 200	C++
 	blender.exe!btCollisionWorld::removeCollisionObject(btCollisionObject * collisionObject) Řádek 251	C++
 	blender.exe!btDiscreteDynamicsWorld::removeRigidBody(btRigidBody * body) Řádek 560	C++
 	blender.exe!RB_dworld_remove_body(rbDynamicsWorld * world, rbRigidBody * object) Řádek 260	C++
 	blender.exe!rigidbody_validate_sim_object(RigidBodyWorld * rbw, Object * ob, bool rebuild) Řádek 759	C
 	blender.exe!rigidbody_update_simulation(Depsgraph * depsgraph, Scene * scene, RigidBodyWorld * rbw, bool rebuild) Řádek 1744	C
 	blender.exe!BKE_rigidbody_rebuild_world(Depsgraph * depsgraph, Scene * scene, float ctime) Řádek 1972	C
 	blender.exe!BKE_rigidbody_rebuild_sim(Depsgraph * depsgraph, Scene * scene) Řádek 2170	C
 	[Externí kód]	
 	blender.exe!DEG::`anonymous namespace'::evaluate_node(const DEG::`anonymous-namespace'::DepsgraphEvalState * state, DEG::OperationNode * operation_node) Řádek 117	C++
 	blender.exe!DEG::`anonymous namespace'::deg_task_run_func(TaskPool * pool, void * taskdata, int thread_id) Řádek 129	C++
 	blender.exe!task_scheduler_thread_run(void * thread_p) Řádek 451	C
> In #74557#888785, @mushroomeo wrote: > tryed again latest 2.83 just now > > so i started blender and made cube rigid body active. and new scene full copy then i got crash as soon i played animation. I suppose you played animation in first scene, before you made full copy, correct? That would be yet another stacktrace: `parent` was NULL ``` blender.exe!removeleaf(btDbvt * pdbvt, btDbvtNode * leaf) Řádek 185 C++ blender.exe!btDbvt::remove(btDbvtNode * leaf) Řádek 560 C++ blender.exe!btDbvtBroadphase::destroyProxy(btBroadphaseProxy * absproxy, btDispatcher * dispatcher) Řádek 200 C++ blender.exe!btCollisionWorld::removeCollisionObject(btCollisionObject * collisionObject) Řádek 251 C++ blender.exe!btDiscreteDynamicsWorld::removeRigidBody(btRigidBody * body) Řádek 560 C++ blender.exe!RB_dworld_remove_body(rbDynamicsWorld * world, rbRigidBody * object) Řádek 260 C++ blender.exe!rigidbody_validate_sim_object(RigidBodyWorld * rbw, Object * ob, bool rebuild) Řádek 759 C blender.exe!rigidbody_update_simulation(Depsgraph * depsgraph, Scene * scene, RigidBodyWorld * rbw, bool rebuild) Řádek 1744 C blender.exe!BKE_rigidbody_rebuild_world(Depsgraph * depsgraph, Scene * scene, float ctime) Řádek 1972 C blender.exe!BKE_rigidbody_rebuild_sim(Depsgraph * depsgraph, Scene * scene) Řádek 2170 C [Externí kód] blender.exe!DEG::`anonymous namespace'::evaluate_node(const DEG::`anonymous-namespace'::DepsgraphEvalState * state, DEG::OperationNode * operation_node) Řádek 117 C++ blender.exe!DEG::`anonymous namespace'::deg_task_run_func(TaskPool * pool, void * taskdata, int thread_id) Řádek 129 C++ blender.exe!task_scheduler_thread_run(void * thread_p) Řádek 451 C ```

Changed status from 'Needs User Info' to: 'Confirmed'

Changed status from 'Needs User Info' to: 'Confirmed'
Author

i tryed it again and no it does not matter if i play animation first and then new scene full copy, its crashing

i tryed it again and no it does not matter if i play animation first and then new scene full copy, its crashing
Member

Added subscriber: @JacquesLucke

Added subscriber: @JacquesLucke
Member

@iss, can you still reproduce it? For some reason I don't get a crash on Linux and Windows when I follow the steps in the default scene.

@iss, can you still reproduce it? For some reason I don't get a crash on Linux and Windows when I follow the steps in the default scene.

In #74557#893702, @JacquesLucke wrote:
@iss, can you still reproduce it? For some reason I don't get a crash on Linux and Windows when I follow the steps in the default scene.

Yes. I have updated steps to reproduce
Should crash everywhere - it's nullptr access

> In #74557#893702, @JacquesLucke wrote: > @iss, can you still reproduce it? For some reason I don't get a crash on Linux and Windows when I follow the steps in the default scene. Yes. I have updated steps to reproduce Should crash everywhere - it's nullptr access
Author

guys why is this not fixed after so many months? now 283 shipped with bugged rigid body if copy new scene which is the only way i found so far. to work on massive rigid body scenes without struggeling with low FPS while isolating rigid body and work on scene. but its bugged and crashes.... nothing was fixed looks like in 2.83 and above... : (

why is this not priority? how many years need wait still to be able to work with rigid bodys normaly ? : (

guys why is this not fixed after so many months? now 283 shipped with bugged rigid body if copy new scene which is the only way i found so far. to work on massive rigid body scenes without struggeling with low FPS while isolating rigid body and work on scene. but its bugged and crashes.... nothing was fixed looks like in 2.83 and above... : ( why is this not priority? how many years need wait still to be able to work with rigid bodys normaly ? : (
Member

I investigated this a bit, but could not find a fix yet.

Part of the issue might be that the RigidBodyWorld collection contains objects from the old and new scene after the full scene copy. Maybe this collection should be copied as well to make it completely independent of the original scene.

I investigated this a bit, but could not find a fix yet. Part of the issue might be that the `RigidBodyWorld` collection contains objects from the old and new scene after the full scene copy. Maybe this collection should be copied as well to make it completely independent of the original scene.

Added subscriber: @AbrahamWondafrash

Added subscriber: @AbrahamWondafrash
Author

definetly. this should lower confusing in the outliner namings at least too.. why this hasnt been fixed still? i waiting so long now and still cant build destructable scene still because of this ... T__T

definetly. this should lower confusing in the outliner namings at least too.. why this hasnt been fixed still? i waiting so long now and still cant build destructable scene still because of this ... T__T

Added subscriber: @DougRichardson

Added subscriber: @DougRichardson

Added subscribers: @barakooda, @mano-wii

Added subscribers: @barakooda, @mano-wii
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Reference: blender/blender#74557
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