Bone cannot be selected in outliner after being hidden in pose mode #82959

Closed
opened 2020-11-24 04:07:00 +01:00 by Mathias Nordskog · 7 comments

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30

Blender Version
Broken: version: 2.92.0 Alpha, branch: master, commit date: 2020-11-23 15:42, hash: b0a9081883
Worked: Unknown. Oldest tested was 2.80, where the problem was also present.

Short description of error
When a bone is hidden in pose mode, it can no longer be selected from the outliner while in pose mode.
When clicked It will be highlighted in the outliner, but the Property view will instead display the previously selected bone.
The problem does not occur when there is only 1 bone, since that one bone will always be the previously selected bone.

Exact steps for others to reproduce the error
Create a new bone and extrude it so you have at least 2 bones.
Switch to pose mode and select one of the bones.
Navigate to the [ bone properties ] tab, and under [ viewport display ] check the "hide" checkbox.

In the outliner, select the other, non-hidden bone, and then attempt to select the hidden bone.
The property panel is not updated to reflect the change in selection, and will still display the properties of the previously selected bone.

The same applies If you select any other object outside of the bone hierarchy, such as the armature object itself, then attempt to select any hidden bone; the property panel will instead display the last bone that was successfully selected. If you did not select another bone after hiding the bone, this will be the hidden bone.

Since the properties of the bone cannot be accessed, unhide-all must be used to make the hidden bones visible and selectable again.

Pictured: Bone.001 selected in outliner, but property view still shows bone.003.
blender_pose_bone_select_hidden.PNG

**System Information** Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30 **Blender Version** Broken: version: 2.92.0 Alpha, branch: master, commit date: 2020-11-23 15:42, hash: `b0a9081883` Worked: Unknown. Oldest tested was 2.80, where the problem was also present. **Short description of error** When a bone is hidden in pose mode, it can no longer be selected from the outliner while in pose mode. When clicked It will be highlighted in the outliner, but the Property view will instead display the previously selected bone. The problem does not occur when there is only 1 bone, since that one bone will always be the previously selected bone. **Exact steps for others to reproduce the error** Create a new bone and extrude it so you have at least 2 bones. Switch to pose mode and select one of the bones. Navigate to the [ bone properties ] tab, and under [ viewport display ] check the "hide" checkbox. In the outliner, select the other, non-hidden bone, and then attempt to select the hidden bone. The property panel is not updated to reflect the change in selection, and will still display the properties of the previously selected bone. The same applies If you select any other object outside of the bone hierarchy, such as the armature object itself, then attempt to select any hidden bone; the property panel will instead display the last bone that was successfully selected. If you did not select another bone after hiding the bone, this will be the hidden bone. Since the properties of the bone cannot be accessed, unhide-all must be used to make the hidden bones visible and selectable again. Pictured: Bone.001 selected in outliner, but property view still shows bone.003. ![blender_pose_bone_select_hidden.PNG](https://archive.blender.org/developer/F9362767/blender_pose_bone_select_hidden.PNG)

Added subscriber: @Roughy-4

Added subscriber: @Roughy-4

Added subscriber: @rjg

Added subscriber: @rjg

Hiding in pose mode is displayed as Disable in viewport (screen icon) instead of Hide in viewport (eye icon). I'm not sure if this is intentional e.g. for performance optimization or different semantics that don't map well to Hide in viewport. I'll have to check with the developers if this is intended and/or look at the source code.

The behavior in itself isn't wrong though, it may just be a different kind of "hiding" than you expected. If you click on the filter icon in the outliner and display the screen icon, you'll notice that this is what hiding in pose mode toggles.

Edit:
In pose mode the hiding doesn't work the same as in object mode. When a bone is hidden it also isn't selected nor active anymore. Therefore, the semantics are slightly different than the usual Disable in viewport, it just happens to use the same icon to indicate the current state.

Both

bpy.context.scene.objects["Armature"].data.bones.active

and

bpy.context.selected_pose_bones

won't contain any hidden bones.

Hiding in pose mode is displayed as *Disable in viewport* (screen icon) instead of *Hide in viewport* (eye icon). I'm not sure if this is intentional e.g. for performance optimization or different semantics that don't map well to *Hide in viewport*. I'll have to check with the developers if this is intended and/or look at the source code. The behavior in itself isn't wrong though, it may just be a different kind of "hiding" than you expected. If you click on the filter icon in the outliner and display the screen icon, you'll notice that this is what hiding in pose mode toggles. Edit: In pose mode the hiding doesn't work the same as in object mode. When a bone is hidden it also isn't selected nor active anymore. Therefore, the semantics are slightly different than the usual *Disable in viewport*, it just happens to use the same icon to indicate the current state. Both ``` bpy.context.scene.objects["Armature"].data.bones.active ``` and ``` bpy.context.selected_pose_bones ``` won't contain any hidden bones.
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

Looks like this is done on purpose.

Outliner code is pretty explicit about this tree_element_active_posechannel & tree_element_active_bone.
Since these (hidden) bones are always unselectable and bone selection in the Outliner and "in general" are tightly coupled, this also makes sense in a way.
It can be inconvenient, but I think there cannot be active but unselected bones

Looks like this is done on purpose. Outliner code is pretty explicit about this `tree_element_active_posechannel` & `tree_element_active_bone`. Since these (hidden) bones are always unselectable and bone selection in the Outliner and "in general" are tightly coupled, this also makes sense in a way. It can be inconvenient, but I think there cannot be active but unselected bones

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

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

After looking at the code, I agree this is intentional. Hence, I'm closing the ticket as invalid as this is not a bug in Blender.

After looking at the code, I agree this is intentional. Hence, I'm closing the ticket as invalid as this is not a bug in Blender.
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Reference: blender/blender#82959
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