Set Rotation Mode Incorrectly Recalculates Bone Rotation In Pose Mode #76717

Closed
opened 2020-05-13 12:00:48 +02:00 by sok0 · 10 comments

Blender Version
Broken: Tested on 2.82a and blender-2.90-f9d0f59bed4d-windows64

Short description of error

Changing the rotation mode of a posed bone via the Set Rotation Mode context menu Ctrl+R causes the bone to revert to a previous rotation instead of remaining at the same rotation.

Exact steps for others to reproduce the error
Create an armature with multiple bones
Pose the bones
Select a bone
Change the rotation mode via the context menu hotkey Ctrl+R and it will revert to it's previous rotation

Additional information (slightly confusing):
If you pose a bone
Then change the rotation mode via the properties sidebar the conversion will work as expected.
If you then pose the bone again
Then use the rotation mode context menu again via Ctrl+R
The bone will revert to the previous location that you converted via the properties sidebar
This extra information might be a little confusing but it just means that it's not just resetting the pose to its rest position, but to a previous correctly calculated rotation, but not the intended rotation

**Blender Version** Broken: Tested on 2.82a and blender-2.90-f9d0f59bed4d-windows64 **Short description of error** Changing the rotation mode of a posed bone via the Set Rotation Mode context menu Ctrl+R causes the bone to revert to a previous rotation instead of remaining at the same rotation. **Exact steps for others to reproduce the error** Create an armature with multiple bones Pose the bones Select a bone Change the rotation mode via the context menu hotkey Ctrl+R and it will revert to it's previous rotation Additional information (slightly confusing): If you pose a bone Then change the rotation mode via the properties sidebar the conversion will work as expected. If you then pose the bone again Then use the rotation mode context menu again via Ctrl+R The bone will revert to the previous location that you converted via the properties sidebar This extra information might be a little confusing but it just means that it's not just resetting the pose to its rest position, but to a previous correctly calculated rotation, but not the intended rotation
Author

Added subscriber: @sok0

Added subscriber: @sok0
Member

Added subscriber: @HDMaster84

Added subscriber: @HDMaster84
Member

Does this happen on every switch (also from XYZ Euler to ZYX Euler etc...) or just when switching between quaternion/euler/axisangle?

Does this happen on every switch (also from XYZ Euler to ZYX Euler etc...) or just when switching between quaternion/euler/axisangle?
Author

Using the properties sidebar Quaternion <=> XYZ causes no change in pose space bone rotation
On changing via rotation mode context menu Ctrl+R Quaternion <=> XYZ causes the pose space rotation to change

Not testing XYZ <=> ZYX as those are different orders of rotations and would produce different rotation matrices.

From my own understanding of the Quaternion to Euler conversion they should convert to the same rotation matrix.

Attached screencast of the different outcomes between Quaternion and Euler XYZ.

2020-05-13 03-23-57.mkv

Using the properties sidebar Quaternion <=> XYZ causes no change in pose space bone rotation On changing via rotation mode context menu Ctrl+R Quaternion <=> XYZ causes the pose space rotation to change Not testing XYZ <=> ZYX as those are different orders of rotations and would produce different rotation matrices. From my own understanding of the Quaternion to Euler conversion they should convert to the same rotation matrix. Attached screencast of the different outcomes between Quaternion and Euler XYZ. [2020-05-13 03-23-57.mkv](https://archive.blender.org/developer/F8532662/2020-05-13_03-23-57.mkv)

Added subscriber: @ZedDB

Added subscriber: @ZedDB

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Sebastian Parborg self-assigned this 2020-05-13 15:24:07 +02:00

I am able to reproduce this with the basic human meta rig

I am able to reproduce this with the basic human meta rig

This issue was referenced by 25dea3e65e

This issue was referenced by 25dea3e65efd64566d0b6397094fa76ec4ef089d

This issue was referenced by 95583a398c

This issue was referenced by 95583a398c77ba9d8c15310b2b867adbdbafe908

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
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Reference: blender/blender#76717
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