Graph editor's Noise modifier destructive behavior #78565
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Reference: blender/blender#78565
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System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50
Blender Version
Broken: version: 2.90.0 Alpha, branch: master, commit date: 2020-07-01 20:17, hash:
52b125a790
Worked: None I know. Oldest I tested is 2.79b which have same issue.
Short description of error
In 3D Viewport, when we apply any transform to object/bone's channel which have Noise Modifier in Graph Editor, offset from modifier will be summed with our actual transform if we store result as a keyframe.
Even if we do Zero-Transform and re-enter current frame, actual keyframe will be different than before because of modifier (note that modifier's offset will be re-applied only if we change frame to modified one again).
So its kind of program logic issue, blender do not separate transforms made by user from transforms made by modifiers, which result in unpredictable and destructive workflow if Graph Modifiers are present (at least Noise).
Noise Modifier is very useful and unique feature, but its extremely hard to use it for complex semi-procedural animations because of this issue.
Current behavior is not even helping with baking procedural animations. Actually if we going straight forward "next frame + add keyframe" through entire animation, result will be a mess since every frame change offsets from modifiers will be summed again and again.
Only way to bake such animation I found is [nla.bake ▶Bake Action] with "Overwrite Current Action" enabled (not default), which itself is very tricky and counterintuitively.
It will be much more usable and user friendly if we will have Bake/Apply button in modifiers tab for baking purposes and have possibility to perform transform operations and [auto] keyframing without taking into account the influence of the modifiers.
It may sound like a feature request, because modifier itself is working fine and keyframing itself is working fine, but since together they become "destructive" (last thing user expecting from modifiers) for existing animations I decided to report it as a bug.
Short video of whats happening: https://imgur.com/RffVV13
Exact steps for others to reproduce the error
0. Enable "Auto Keying" in Timeline
may repeat steps 3 and 4 many times
Added subscriber: @Maonyao
Added subscribers: @dr.sybren, @lichtwerk
Changed status from 'Needs Triage' to: 'Archived'
Tbh, I would think this is more on the side of a feature request.
I get the usecase, and it would be a nice thing to add, but this is not the right place for this.
As a workaround, I assume it would be easy to write an py-operator that disables the FCurve modifiers, then adds a keyframe, and enables the modifiers afterwards again.
In regards to baking:
Are these working for you?
Key
>Sample Keyframes
?Key
>Bake Curve
?So thanks for the report, but the issue reported here is a request for modified/improved behavior and not a bug in current behavior. Closing as this bug tracker is only for bugs and errors.
For user requests and feedback, please use other channels: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests
For more information on why this isn't considered a bug, visit: https://wiki.blender.org/wiki/Reference/Not_a_bug
Letting @dr.sybren know of this [he knows I like to let requests through my gate :)] but will have to close this report.
@Maonyao : feel free to comment again regarding the baking (or report this separately if there is an issue with this)
@lichtwerk ,
does nothing in this scenario
Hmm 50/50
It bakes noise to curve, but do not create keyframes for further manual adjustments.
In case of nla->bake we will get actual keyframes to work with (should enable two non-default options, "Visual Keying" and "Overwrite Current Action" to cover all cases).
It is also kind of possible to do final bake (before using object in game engine or something) via export to .fbx, since fbx exporter automatically doing nla bake with default settings. Not useful to get editable keyframes in blender since rig setup data loss.
By the way, while I checked this export-import workflow I found another issue with noise modifier.
If we
apply noise to default cube, export it to object1.fbx, optionally may also delete the cube object after this,
then create another object (tested on uv sphere), add initial keyframe (so no actual movement in blender's viewport) and export it as object2.fbx,
in the result in object2.fbx we will have object with animation affected by modifier's offsets from default cube, even if it was deleted! Not sure what is going on. Thing is broken in many ways.
seems to do the trick here (keyframes have to be selected)
#78565.webm
Please report that separately
Ohh. I was sure that I selected both of them just as tooltip says, but now I checked again and it worked. Sorry for this.
That seems to be even better way to "keyframe noise" than nla bake. Thank you!
Also may try out your idea of python script for temporary disabling fcurve modifiers before saving a keyframe.
I'm not sure if this particular bug worth development time. If this happen to me during actual production then I'll make a proper report.