Override Auto Resync breaks IK-FK switch in old blend files #92174

Closed
opened 2021-10-13 11:15:29 +02:00 by Erick Tukuniata · 13 comments

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce GTX 550 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35

Blender Version
Broken: version: 3.0.0 Alpha, branch: master, commit date: 2021-10-12 22:43, hash: 53af51ad50
Worked: (newest version of Blender that worked as expected)

Short description of error
Override Auto Resync breaks IK-FK switch in old blend files

Exact steps for others to reproduce the error

  • Open the .blend file

  • Allow the script to run ( notice this is a Blendercloud file)

  • Check the Bones properties window if you can see IK_arm_L or IK_arm_R
    Notices that in the current Master those bones cannot be seen.

  • Now go the user preferences uncheck Override Auto Resync, those bones will appear.

Important information: Those bones are needed to switch between IK-FK.

I understand that this is a known issue, but I didn't find any report specifically addressing this
problem the way I m doing it right now. The thread that Blender is referencing in
the user preferences (#83811) has been closed as solved, but there is still problems.

Agent_T_pose.blend

**System Information** Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 550 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35 **Blender Version** Broken: version: 3.0.0 Alpha, branch: master, commit date: 2021-10-12 22:43, hash: `53af51ad50` Worked: (newest version of Blender that worked as expected) **Short description of error** Override Auto Resync breaks IK-FK switch in old blend files **Exact steps for others to reproduce the error** - Open the .blend file - Allow the script to run ( notice this is a Blendercloud file) - Check the Bones properties window if you can see IK_arm_L or IK_arm_R Notices that in the current Master those bones cannot be seen. - Now go the user preferences uncheck Override Auto Resync, those bones will appear. **Important information**: Those bones are needed to switch between IK-FK. I understand that this is a known issue, but I didn't find any report specifically addressing this problem the way I m doing it right now. The thread that Blender is referencing in the user preferences (#83811) has been closed as solved, but there is still problems. [Agent_T_pose.blend](https://archive.blender.org/developer/F11044308/Agent_T_pose.blend)

Added subscriber: @ErickNyanduKabongo

Added subscriber: @ErickNyanduKabongo

Added subscriber: @iss

Added subscriber: @iss

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'

I am not sure if I see the difference - I always have trouble orienting in complex pose setups, but when I change ik_arm_l in properties_arm_L to 0, I can see change in pose, which I assume is bones switch from IK to FK. Is this incorrect way to triage this case?

I am not sure if I see the difference - I always have trouble orienting in complex pose setups, but when I change `ik_arm_l` in `properties_arm_L` to 0, I can see change in pose, which I assume is bones switch from IK to FK. Is this incorrect way to triage this case?

My bad, It seems like I wasn't clear enough.
So, when you open the blend file you will see this bug_IK_1.png
in the image above when the script is not activated when you look at your right you will see a list of bones, in there you can see iK_arm_L, iK_fing_all_L, ...
Now click "allow execution " to run the script
You will notice that those bones disappeared, like in the picture below
bug_IK_2.png

But if you uncheck override Auto resync in the Blender preferences, like this
bug_IK_3.png

After unchecking override Auto Resync, select another bone like shown in the picture below and the select the second bone you will see, then you will see iK_arm_L, iK_fing_all_L, ... will reappear
bug_IK_4.png

My bad, It seems like I wasn't clear enough. So, when you open the blend file you will see this ![bug_IK_1.png](https://archive.blender.org/developer/F11105566/bug_IK_1.png) in the image above when the script is not activated when you look at **your** right you will see a list of bones, in there you can see iK_arm_L, iK_fing_all_L, ... Now click "allow execution " to run the script You will notice that those bones disappeared, like in the picture below ![bug_IK_2.png](https://archive.blender.org/developer/F11105814/bug_IK_2.png) But if you uncheck override Auto resync in the Blender preferences, like this ![bug_IK_3.png](https://archive.blender.org/developer/F11105900/bug_IK_3.png) After unchecking override Auto Resync, select another bone like shown in the picture below and the select the second bone you will see, then you will see iK_arm_L, iK_fing_all_L, ... will reappear ![bug_IK_4.png](https://archive.blender.org/developer/F11106105/bug_IK_4.png)

I can't reproduce this issue, I see all properties before and after allowing script to run regardless of whether Auto Resync is enabled or disabled.

Does this happen if you click on File > Defaults > Load Factory Settings?
Run file blender_debug_log.cmd, reproduce bug, close Blender and upload created files here. Perhaps there will be some errors in log that would reveal what happens.

I can't reproduce this issue, I see all properties before and after allowing script to run regardless of whether Auto Resync is enabled or disabled. Does this happen if you click on File > Defaults > Load Factory Settings? Run file `blender_debug_log.cmd`, reproduce bug, close Blender and upload created files here. Perhaps there will be some errors in log that would reveal what happens.

Below I posted as asked the debug_log_files. and I made a video showing the problem. Overall Blender is acting differently with Load Factory Settings enable or disable but the problem still remain as I m showing in the video.
Here is a link to the YouTube video (less than 2 min) https://youtu.be/sbTZ1N1fkb4

blender_system_info.txt

blender_debug_output.txt

Below I posted as asked the debug_log_files. and I made a video showing the problem. Overall Blender is acting differently with Load Factory Settings enable or disable but the problem still remain as I m showing in the video. Here is a link to the YouTube video (less than 2 min) https://youtu.be/sbTZ1N1fkb4 [blender_system_info.txt](https://archive.blender.org/developer/F11250506/blender_system_info.txt) [blender_debug_output.txt](https://archive.blender.org/developer/F11250507/blender_debug_output.txt)

Thanks for info, I can reproduce issue with developer extras disabled. Will check if this is a bug

Thanks for info, I can reproduce issue with developer extras disabled. Will check if this is a bug

I found, that this is correct behavior, that these properties are hidden. Question is, whether this happens in older blender versions and therefore if there is issue with versioning. Can you check?
This file can't be opened in older versions, because it was saved with 3.0 version.

I found, that this is correct behavior, that these properties are hidden. Question is, whether this happens in older blender versions and therefore if there is issue with versioning. Can you check? This file can't be opened in older versions, because it was saved with 3.0 version.

In #92174#1241121, @iss wrote:
I found, that this is correct behavior, that these properties are hidden. Question is, whether this happens in older blender versions and therefore if there is issue with versioning. Can you check?
This file can't be opened in older versions, because it was saved with 3.0 version.

Yes I can open the original file and yes it opens in older version with IK-bones visible if you keep the script off.

I m curious about what makes you think that IK-bones being hidden is the correct behavior? If you check my first post you will see that I mentioned why it is better to have those bones visible, the reason is for switching between FK and IK.

Here is the Blend file saved with Blender 2.92 agent_T_pose_292.blend

For me it is okay to close this bug because I know how to go around it, but the problem still remains. After many investigations I don't know if it is Blender or the addon to blame, but at the end of the day it will be really good if someone can have a look on this.

> In #92174#1241121, @iss wrote: > I found, that this is correct behavior, that these properties are hidden. Question is, whether this happens in older blender versions and therefore if there is issue with versioning. Can you check? > This file can't be opened in older versions, because it was saved with 3.0 version. Yes I can open the original file and yes it opens in older version with IK-bones visible if you keep the script off. I m curious about what makes you think that IK-bones being hidden is the correct behavior? If you check my first post you will see that I mentioned why it is better to have those bones visible, the reason is for switching between FK and IK. Here is the Blend file saved with Blender 2.92 [agent_T_pose_292.blend](https://archive.blender.org/developer/F11639987/agent_T_pose_292.blend) For me it is okay to close this bug because I know how to go around it, but the problem still remains. After many investigations I don't know if it is Blender or the addon to blame, but at the end of the day it will be really good if someone can have a look on this.

In #92174#1245108, @ErickNyanduKabongo wrote:
I m curious about what makes you think that IK-bones being hidden is the correct behavior? If you check my first post you will see that I mentioned why it is better to have those bones visible, the reason is for switching between FK and IK.

It's not that it is correct that these particular properties are hidden. But they are marked as API type, so they are hidden - that is how it should be. They may be marked incorrectly though. Will re-check this

> In #92174#1245108, @ErickNyanduKabongo wrote: > I m curious about what makes you think that IK-bones being hidden is the correct behavior? If you check my first post you will see that I mentioned why it is better to have those bones visible, the reason is for switching between FK and IK. It's not that it is correct that these particular properties are hidden. But they are marked as API type, so they are hidden - that is how it should be. They may be marked incorrectly though. Will re-check this

Changed status from 'Needs User Info' to: 'Archived'

Changed status from 'Needs User Info' to: 'Archived'

Sorry this took me some time, I have checked older versions and they behave in same way, so this seems to be intended behavior. So will close this report.

Sorry this took me some time, I have checked older versions and they behave in same way, so this seems to be intended behavior. So will close this report.
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Reference: blender/blender#92174
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