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Stuck in NLA tweakmode without a track/clip
Needs Information from User, NormalPublic

Description

System Information
Operating system: Win 7
Graphics card: 1080gtx

Blender Version
2.9
Short description of error


I got 2 blends

  • one blend file can be imported to unreal with animation
  • the other blend file has a green nla strip and cannot be imported

the NLA strip is green and nobody can tell me how to get it back to normal

would be great if you guys stopped making blender more complicated every release

Exact steps for others to reproduce the error

https://blenderartists.org/t/nla-is-green-how-to-remove/1253361/3
https://blender.stackexchange.com/questions/194417/ue4-fbx-blender-not-exporting-animations

Event Timeline

p (phil123456) updated the task description. (Show Details)
Philipp Oeser (lichtwerk) changed the task status from Needs Triage to Needs Information from User.Tue, Sep 15, 11:15 AM

I would have thought the correct answer would be https://blenderartists.org/t/nla-is-green-how-to-remove/1253361/2

Press tab. You are in animation edit mode.

But it seems this doesnt fix your problem?
Then you should at least update the task description (since apparently the NLA strip being green is not the cause of it not being able to be imported into Unreal)
To further check on this, we would then need your example .blend file to have a look...

would be great if you guys stopped making blender more complicated every release

This has been in blender for a looong time ;)

p (phil123456) added a comment.EditedTue, Sep 15, 3:56 PM

yes pressing tab does nothing

I compared both files, and it's the only thing that does not match,it gotta be the source of the import issue

here you go

Philipp Oeser (lichtwerk) changed the task status from Needs Information from User to Needs Triage.Tue, Sep 15, 6:26 PM
Philipp Oeser (lichtwerk) updated the task description. (Show Details)
Philipp Oeser (lichtwerk) changed the task status from Needs Triage to Needs Information from User.Tue, Sep 15, 7:01 PM

This brings back memories of T55086: Armature not properly detected as a user of animation actions, and this seems to be the same thing (including the same workaround)

Not sure (yet) how you got there, but you are indeed in NLA tweakmode without a track/clip.

So I'll spend some more time trying to reproduce a way to get into this situation (if you know how you got there, please tell us)

For the time being, this can be easily fixed by selecting the Armature, going into the NLA editor and adding a clip there again (or just a track)

Let me know if the workaround works for you [since I doubt we can really reproduce how we got here].

Maybe this is true:

IIRC, it can happen if you toggle the "Show Keys from Selected Channels" option in the Timeline. This was a bug fixed in master, but which never got backported to 2.79 a/b/c - the other devs were kindof against the idea of doing the DNA fixes needed to fix this (i.e. simply making sure we don't save wrong flags to wrong place).

Philipp Oeser (lichtwerk) renamed this task from Animation strip is green to NLA tweakmode without a track/clip.Tue, Sep 15, 7:02 PM
Philipp Oeser (lichtwerk) renamed this task from NLA tweakmode without a track/clip to Stuck in NLA tweakmode without a track/clip.

I first created bones for the main object,

created the vertex groups (first time I call thes 1 2 3 4 5 ..., maybe it causes issues )

then named the bones respectively

then CTRL+P -> Armature deform ( I did not know if I had to chose any of the child option)

I then made the animation, and at some point everything became green (I was switching from one icon to the other to try to get a familiar animation view)

and I thought, wow I can't read anything with white text on flashy green background

I remember that I could not move bone tips, so I unparented them for animation (I could not scale the bones I guess)

at some point I also changed the vertex group name and the bone name

then I added other bones and started animating them

This comment was removed by p (phil123456).