Selecting a Add Shader node in the Shader Editor window no longer highlights Shader Node line in Dope Sheet window #88037

Closed
opened 2021-05-05 00:02:40 +02:00 by Steve S. · 9 comments

System Information
Operating system: Windows 10
Graphics card: RTX1050

Blender Version
Broken: 2.91, 2.92, 2.93, 3.0.0
Worked: 2.83

Caused by c5bdbc340a

Selecting an Add Shader Node containing keyframes would automatically highlight the corresponding Shader Node line in the Dope Sheet window

Add two or more "Add Shader" nodes to the Shader Editor window. Set a keyframe for each of the Add Shader nodes.
Open the Dope Sheet window and view the ShaderNodetree lines have been added with corresponding keyframes.
Version 2.83 - Clicking on each of the Add Shader nodes in the Shader Editor window will highlight the corresponding ShaderNodetree row in the Dope Sheet window.
Versions after 2.83 - Clicking on each of the Add Shader nodes in the Shader Editor window no longer lighlights the corresponding ShaderNodetree row in the Dope Sheet window.
2.83 vs 2.92.jpg

**System Information** Operating system: Windows 10 Graphics card: RTX1050 **Blender Version** Broken: 2.91, 2.92, 2.93, 3.0.0 Worked: 2.83 Caused by c5bdbc340a Selecting an Add Shader Node containing keyframes would automatically highlight the corresponding Shader Node line in the Dope Sheet window Add two or more "Add Shader" nodes to the Shader Editor window. Set a keyframe for each of the Add Shader nodes. Open the Dope Sheet window and view the ShaderNodetree lines have been added with corresponding keyframes. Version 2.83 - Clicking on each of the Add Shader nodes in the Shader Editor window will highlight the corresponding ShaderNodetree row in the Dope Sheet window. Versions after 2.83 - Clicking on each of the Add Shader nodes in the Shader Editor window no longer lighlights the corresponding ShaderNodetree row in the Dope Sheet window. ![2.83 vs 2.92.jpg](https://archive.blender.org/developer/F10053811/2.83_vs_2.92.jpg)
Author

Added subscriber: @SteveRS

Added subscriber: @SteveRS
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Thanks, SteveRS

Thanks, SteveRS
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Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Philipp Oeser self-assigned this 2021-05-05 14:38:36 +02:00
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Can confirm, will check.

Can confirm, will check.
Philipp Oeser removed their assignment 2021-05-05 15:12:23 +02:00
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Added subscriber: @dr.sybren

Added subscriber: @dr.sybren
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Caused by c5bdbc340a

Reading https://devtalk.blender.org/t/responding-to-selection-changes/15813 or
#74159 (Fix Animation Channel Selection Sync) I am not sure what the current status of this is (since it was meant to be "a temporary situation") @dr.sybren ?

Has any of the proposed design mentioned in the devtalk thread been implemented to be used as a reference here?
If not, is the design still valid to be implemented?

Caused by c5bdbc340a Reading https://devtalk.blender.org/t/responding-to-selection-changes/15813 or #74159 (Fix Animation Channel Selection Sync) I am not sure what the current status of this is (since it was meant to be "a temporary situation") @dr.sybren ? Has any of the proposed design mentioned in the devtalk thread been implemented to be used as a reference here? If not, is the design still valid to be implemented?
Philipp Oeser removed the
Interest
Animation & Rigging
label 2023-02-09 14:35:50 +01:00

@dr.sybren should this be closed or marked as a known issue?
since the report has been made, the channel text has been improved so you can actually know which material/node a channel animates
e.g.
image

Object selection still syncs, which is desired. But I think reverting back to syncing channel selection based on nodes is a bad idea.

@dr.sybren should this be closed or marked as a known issue? since the report has been made, the channel text has been improved so you can actually know which material/node a channel animates e.g. ![image](/attachments/0088d80c-5a3f-44c1-9e30-90f110f1678a) Object selection still syncs, which is desired. But I think reverting back to syncing channel selection based on nodes is a bad idea.

Object selection still syncs, which is desired. But I think reverting back to syncing channel selection based on nodes is a bad idea.

I agree. The selection syncing of pose bones with the animation data is troublesome as well, and thus care should be taken to introduce similar syncing in other areas.

> Object selection still syncs, which is desired. But I think reverting back to syncing channel selection based on nodes is a bad idea. I agree. The selection syncing of pose bones with the animation data is [troublesome](https://developer.blender.org/docs/features/animation/module/weak_areas/#selection-synchronization-between-pose-bones-and-animation-channels) as well, and thus care should be taken to introduce similar syncing in other areas.
Blender Bot added
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and removed
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labels 2024-02-19 13:51:24 +01:00
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Reference: blender/blender#88037
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