Store/Remove Named Attribute issues with vertex groups #99873
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Reference: blender/blender#99873
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Blender Version
Broken: 3.3 alpha
8d69c6c4e7
Short description of error
Using geometry nodes to store or remove vertex groups doesn't work correctly.
Exact steps for others to reproduce the error
Open the file:
test-store-attribute.blend
It contains examples of Store and Remove Named Attribute, paired with an emulation using the Vertex Weight Mix modifier: the bottom 4 lines should form two identical pairs. However, the geometry node versions instead look like the top line, which is incorrect.
Technical analysis
The problem in the Store Named Attribute is that it starts by deleting the attribute, i.e. basically does Remove Named Attribute first. This loses the attribute's identity as a vertex group, and also triggers the Remove issue.
Remove Named Attribute appears to trigger a bug in the Armature modifier where it for some reason uses the original list of vertex groups with evaluated weight data, thus causing a shift mismatch with the names (emulated by the top line).
Added subscriber: @angavrilov
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @HooglyBoogly
There is one more issue with deleting groups that I noticed by the way: the viewport weight overlay also seems to use original name mapping when displaying weights for the active vertex group/bone and is affected by the same shift mismatch. But maybe that should be a separate bug to simplify tracking...
That's partially solved by adding this code to
VertexGroupsAttributeProvider::try_delete
:However, I'm not sure what should happen when you delete the active vertex group. I guess the overlay should just turn off then?
This issue was referenced by
c40971d79a
Changed status from 'Confirmed' to: 'Resolved'
No, the problem is the same as with the Armature modifier: the overlay rendering clearly uses indices based on the unevaluated name list, so it displays weights from the wrong group. Painting itself is based on the original mesh with substituted evaluated vertex coordinates so it should be fine, but viewport rendering uses evaluated weights and thus should use evaluated names.
That's not right actually. Renderers like EEVEE and workbench and the overlay engine get evaluated objects with the
Object::data
field replaced with the evaluated geometry. So the draw cache uses the object-level functions, but those use the names from the evaluated mesh.Anyway, I wasn't just making that up, I tested both changes and the one I mentioned is the only thing that had an effect.
This issue was referenced by
80b2fc59d1