Animated Values in Node Trees and Geometry Nodes Modifier are not distinguishable #91917

Open
opened 2021-10-03 15:29:26 +02:00 by Alexander Mitzkus · 33 comments

System Information
Operating system: all
Graphics card: all

Blender Version
Broken: blender-3.0.0-alpha+master.12e8c783535c and below

Short description of error
Hello dear Blender devs,
Hello dear Geometry Nodes developers and maintainers,

I did wait some time before reporting this as a "bug" as from some perspective this might sound like a feature request. But as there are some, to users unidentifiable names used, I guess this is may very well count as a bug.

When working in Geometry nodes it is important to be able to keyframe some values and properties to achieve more controlled and art directable Animation of the Asset. While the setting of keyframes works really well, it gets really complicated to tell the different animation channels apart as they neither show the nodes name nor the nodes Label.

Exact steps for others to reproduce the error
Open attached file, try to figure out which graph in the editor belongs to which Node.
geonodes_01.blend

For simplification I added three screenshots each showing one of the three cases I could Isolate where this bug appears:
animated_nodes.jpg
1.) Animating Node Values in the Geometry Nodes Tree

exposed_nodes.jpg
2.) Animating Exposed Custom Properties of the Geometry Nodes Modifier

shader_nodes.jpg
3.) Animating Node Values inside the Shader Graph.

Thank you in advance for your evaluation of this bug report

Alex / zuggamasta

**System Information** Operating system: all Graphics card: all **Blender Version** Broken: blender-3.0.0-alpha+master.12e8c783535c and below **Short description of error** Hello dear Blender devs, Hello dear Geometry Nodes developers and maintainers, I did wait some time before reporting this as a "bug" as from some perspective this might sound like a feature request. But as there are some, to users unidentifiable names used, I guess this is may very well count as a bug. When working in Geometry nodes it is important to be able to keyframe some values and properties to achieve more controlled and art directable Animation of the Asset. While the setting of keyframes works really well, it gets really complicated to tell the different animation channels apart as they neither show the nodes name nor the nodes Label. **Exact steps for others to reproduce the error** Open attached file, try to figure out which graph in the editor belongs to which Node. [geonodes_01.blend](https://archive.blender.org/developer/F10748576/geonodes_01.blend) For simplification I added three screenshots each showing one of the three cases I could Isolate where this bug appears: ![animated_nodes.jpg](https://archive.blender.org/developer/F10748568/animated_nodes.jpg) 1.) Animating Node Values in the Geometry Nodes Tree ![exposed_nodes.jpg](https://archive.blender.org/developer/F10748567/exposed_nodes.jpg) 2.) Animating Exposed Custom Properties of the Geometry Nodes Modifier ![shader_nodes.jpg](https://archive.blender.org/developer/F10748566/shader_nodes.jpg) 3.) Animating Node Values inside the Shader Graph. Thank you in advance for your evaluation of this bug report Alex / zuggamasta

Added subscriber: @zuggamasta

Added subscriber: @zuggamasta

#95255 was marked as duplicate of this issue

#95255 was marked as duplicate of this issue

#93985 was marked as duplicate of this issue

#93985 was marked as duplicate of this issue

#92973 was marked as duplicate of this issue

#92973 was marked as duplicate of this issue

Added subscriber: @Erindale

Added subscriber: @Erindale

Maybe a better solution would be to use use Node Name (Node Label) so like Value.001 (Height)

Maybe a better solution would be to use use `Node Name (Node Label)` so like `Value.001 (Height)`

Added subscriber: @iss

Added subscriber: @iss

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

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

Not sure if this would be classified as bug, but will confirm as this would be good to fix. Other nodes like shader, compositor do display property names.

Not sure if this would be classified as bug, but will confirm as this would be good to fix. Other nodes like shader, compositor do display property names.
Member

Added subscriber: @JacquesLucke

Added subscriber: @JacquesLucke
Member

This is a known issue unfortunately. Would still be good to look into more of course, but it doesn't strictly classify as a bug.
Also, there are really two separate issues here: The one that applies to all node systems, and the one that applies applies to the geometry nodes modifier specifically.

This is a known issue unfortunately. Would still be good to look into more of course, but it doesn't strictly classify as a bug. Also, there are really two separate issues here: The one that applies to all node systems, and the one that applies applies to the geometry nodes modifier specifically.

This issue was referenced by 8b516d8712

This issue was referenced by 8b516d8712024af9380fe3f7559c336042d612f5
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Philipp Oeser self-assigned this 2021-11-10 10:53:38 +01:00
Member

Node name (unfortunately label was not possible) is now included, see 8b516d8712 and discussion in D13085.
Will check on modifier next.

Node name (unfortunately label was not possible) is now included, see 8b516d8712 and discussion in [D13085](https://archive.blender.org/developer/D13085). Will check on modifier next.
Member

Added subscriber: @3di

Added subscriber: @3di
Member

Added subscriber: @CosmoMidias

Added subscriber: @CosmoMidias
Philipp Oeser removed their assignment 2022-01-18 21:21:23 +01:00
Member

Will have to concentrate on triaging for a while (and step down).

Will have to concentrate on triaging for a while (and step down).
Member

Added subscriber: @alonabrany

Added subscriber: @alonabrany

Changed status from 'Confirmed' to: 'Needs Developer To Reproduce'

Changed status from 'Confirmed' to: 'Needs Developer To Reproduce'

And first of all:

THANK YOU FOR EVERYONE WORKING ON THIS IN THE PAST <3 <3 <3
Your time and work on this is greatly appreciated.

Hello everybody,

while the original bug is now fixed the current solution still is less than practical to use.

Blender 3.2.0 Alpha
Bildschirmfoto 2022-04-27 um 12.58.28.png

As seen in this screenshot animated properties will show up only with their socket ID in the animation editors.

They also seem start counting via creation, not via order that is visible to the user. In the example case, where is number 1? From the modifier interface I assume property 1, 3,4 and 5 to be animated but the graph and dope editor show 2,4,5 and 6.

I understand that actual channel layout is sorted from top (oldest) to bottom and can be manually corrected. But right now it's really to manually order these as I cant tell wich channel is assigned to which value.

(Geometrynodes) Modifier inputs can have customized names. Will it be possible to also access these from the animation editors?

And first of all: THANK YOU FOR EVERYONE WORKING ON THIS IN THE PAST <3 <3 <3 Your time and work on this is greatly appreciated. Hello everybody, while the original bug is now fixed the current solution still is less than practical to use. Blender 3.2.0 Alpha ![Bildschirmfoto 2022-04-27 um 12.58.28.png](https://archive.blender.org/developer/F13031915/Bildschirmfoto_2022-04-27_um_12.58.28.png) As seen in this screenshot animated properties will show up only with their socket ID in the animation editors. They also seem start counting via creation, not via order that is visible to the user. In the example case, where is number 1? From the modifier interface I assume property 1, 3,4 and 5 to be animated but the graph and dope editor show 2,4,5 and 6. I understand that actual channel layout is sorted from top (oldest) to bottom and can be manually corrected. But right now it's really to manually order these as I cant tell wich channel is assigned to which value. (Geometrynodes) Modifier inputs can have customized names. Will it be possible to also access these from the animation editors?

Changed status from 'Needs Developer To Reproduce' to: 'Confirmed'

Changed status from 'Needs Developer To Reproduce' to: 'Confirmed'

I am not sure if this is considered as resolved or whether there was some development that is not completely finished, I would advise to not change status of this task.

I am not sure if this is considered as resolved or whether there was some development that is not completely finished, I would advise to not change status of this task.

Added subscriber: @intracube

Added subscriber: @intracube

Added subscriber: @lateasusual

Added subscriber: @lateasusual

I saw this issue mentioned and had a short look at fixing the modifier input naming, by just attempting to lookup the node-group socket label from the identifier:

/* Display geometry node properties as node-tree socket labels. */
if (RNA_struct_is_a(ptr.type, &RNA_NodesModifier)) {
  NodesModifierData *nmd = (NodesModifierData *)(ptr.data);
  if (nmd->node_group) {
    LISTBASE_FOREACH(bNodeSocket *, sock, &nmd->node_group->inputs) {
      if (strcmp(sock->identifier, propname) == 0) {
        propname = sock->name;
        break;
      }
    }
  }
}

It may not be the most correct or best way to do it, but it does work so just thought i'd share anyway :)

show_socket_names_fcurve.diff

I saw this issue mentioned and had a short look at fixing the modifier input naming, by just attempting to lookup the node-group socket label from the identifier: ``` /* Display geometry node properties as node-tree socket labels. */ if (RNA_struct_is_a(ptr.type, &RNA_NodesModifier)) { NodesModifierData *nmd = (NodesModifierData *)(ptr.data); if (nmd->node_group) { LISTBASE_FOREACH(bNodeSocket *, sock, &nmd->node_group->inputs) { if (strcmp(sock->identifier, propname) == 0) { propname = sock->name; break; } } } } ``` It may not be the most correct or best way to do it, but it does work so just thought i'd share anyway :) [show_socket_names_fcurve.diff](https://archive.blender.org/developer/F13046458/show_socket_names_fcurve.diff)

Added subscriber: @costa

Added subscriber: @costa
Member

@lateasusual : please submit a Diff https://wiki.blender.org/wiki/Process/Contributing_Code, chances are better this gets attention then

@lateasusual : please submit a Diff https://wiki.blender.org/wiki/Process/Contributing_Code, chances are better this gets attention then

@lichtwerk Will do, I didn't have time to submit one earlier and forgot about it :)

@lichtwerk Will do, I didn't have time to submit one earlier and forgot about it :)

Added subscriber: @otherivan

Added subscriber: @otherivan

Yes, right, fix it please. I animated group inputs of geo nodes tree and I could see only titles input_13, input_14. Group inputs have names, I think it's not too difficult to display these. They are correct for built-in modifiers
изображение.png

Yes, right, fix it please. I animated group inputs of geo nodes tree and I could see only titles *input_13, input_14*. Group inputs have names, I think it's not too difficult to display these. They are correct for built-in modifiers ![изображение.png](https://archive.blender.org/developer/F13468952/изображение.png)
Member

Added subscriber: @BClark

Added subscriber: @BClark
Member

I was asking about this and just hit this issue trying to script driver setups since I couldn't get the names, only values.. so adding to the requests.

I was asking about this and just hit this issue trying to script driver setups since I couldn't get the names, only values.. so adding to the requests.
Philipp Oeser removed the
Interest
Nodes & Physics
label 2023-02-10 08:44:32 +01:00
Contributor

Met the same issue. Won't solve the problem entirely but the temporary solution is animate custom properties with readable names and attach geo nodes properties to them with drivers.

Met the same issue. Won't solve the problem entirely but the temporary solution is animate custom properties with readable names and attach geo nodes properties to them with drivers.
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Reference: blender/blender#91917
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