@Joshua Leung (aligorith) not sure whether this is actually a bug or expected behavior… Will let you handle it. ;)
Fri, Jul 13
Please do not paste walls of text like that directly in reports/comments, such reports must be attached as text files instead.
This should have been fixed in 4116435e2be139d40b27df827cdc9825cedd90f1 already
Yes, we know about this, and there are already plans & tasks for tackling the required work to get this working. In futuere, for feature requests like this, please use Right Click Select (https://blender.community/c/rightclickselect/)
I have a feeling there is a plan to do this post Code Quest. Some ground work has been laid for this (I know it required the new Depsgraph for instance)
Thu, Jul 12
More than a week without reply or activity. Due to the policy of the tracker archiving for until required info/data are provided.
Technically not a bug.
Wed, Jul 11
Mistake in drawing code, fix incoming.
Mon, Jul 9
Sun, Jul 8
Wed, Jul 4
fixed by rB7d355008bfeb
If I understand correctly, this issue is now solved?
Regarding rendering speed: there are probably ways to achieve this (reducing geometry resolution, sampling strategies, ...), but this is more of a general support issue and not a software error we can investigate.
Tue, Jul 3
Confirmed, crashes here (where TransDataNla tdn is NULL)
1 recalcData_nla transform_generics.c 479 0x1aebbb9 2 recalcData transform_generics.c 1092 0x1aeda17 3 applyTranslation transform.c 4569 0x1aa3bf3 4 transformApply transform.c 2453 0x1a9d40e 5 transform_modal transform_ops.c 412 0x1afbc21
Fri, Jun 29
Thanks for the reply. What did you mean by "tip: you dont need a million polys to render a sphere"
Renders fine here.
Thu, Jun 28
Ok so I copy and pasted the details of my latest crash with this file below. Maybe this information can help us?
Process: blender 
Version: 2.79 (2.79 2018-02-22, Blender Foundation)
Code Type: X86-64 (Native)
Parent Process: ??? 
Responsible: blender 
User ID: 501
Wed, Jun 27
Weights do not work when I combine just armatures. (Vertex groups)
Tue, Jun 26
Mon, Jun 25
I attempted to enter the "--debug" commandline into the python console, but I got the following error message:
I can repro with latest master, given it's less likely to happen in the debugger, probably a race condition somewhere.
How do I run blender from that commandline? I'm not familiar with using python or any code within blender.
Afaics, you are parenting the blade to the existing "Armature" (which doesnt have the corresponding bones for the blade anymore -- you deleted them in 0:15 of the video)
You could actually join the imported "Armature.001" object (that came with the FBX import -- and that was working nicely) to the existing "Armature" object. Just select both Armatures and Ctrl+J
Hm, cannot reproduce here unfortunately, file plays fine with playbutton as well as scrubbing the timeline...
Sun, Jun 24
Please, do not triage the task yourself, that's up to the developers / contributors to do so after a triage.
Jun 11 2018
Have just checked last 2.8 build - blender-2.80-f1e3e50-win64. The bug is still there. I am not in a hurry just to keep in mind it)
Jun 10 2018
Jun 8 2018
Jun 4 2018
Jun 1 2018
May 30 2018
that is accurate. in 2.7 it doesnt work like this, but this isnt useful at all, as an animator you want to see in the path the keyframes of the currently selected object that affects it,
example: the path is set to the head control, but i have the hip selected, the path should show the keys of the hip, because that´s what im modifiying that will ultimately affect the path because of the hierarchy (you should try to confirm with hjalti, he knows exactly what im talking about)
@Luciano Muñoz Sessarego (looch)
I don't understand. Keyframes are only showed when there is keys are on the motion path, which is baked from an object/bone.
I don't even think that's possible to show the selected object keyframe on another path in 2.7.
its important to show the keyframes in the motion path of the selected object, which is not necesarilly the object from which the motion path is calculated.
Is there a reason not to tag the baked motion path verts if there are on a keyframe? It would simplify the whole drawing a lot.
Also I don't see the point of showing synced keyframe marker but at the baked position.
May 28 2018
- Auto calculation is a separate topic - it's not related to the drawing.
- The main interesting features of that mockup are the explicit display of the start/end frames. Otherwise, it's actually pretty much just the standard display
- "Tangent editing" or just general motion path editing is actually a lot harder than it looks - especially in everything other than the most basic case. Unfortunately, you can't just support that simple case, as people will want the others too. Anyway, again this is separate from the issue of just getting drawing code working
Im not sure if i overlooked something in the description above,
but will the motion paths be calculated automatically.
So we dont have to set the framerange, only a max and min frame value would be nice.
May 25 2018
May 23 2018
May 22 2018
in regards to drawing, maybe there could be an option to randomize colors for them, so each new path gets a different color, though they should probably go in order, Ie, 1 gets red, the second one gets green, the third one gets blue and so on, much easier to see, and the thicknes definitelly should be like what in 2.79 wa 2 px or so.
oh cool, sorry for spamming the wrong thread, if you want to point me in the right direction it Id be happy to contribute :)
@Luciano Muñoz Sessarego (looch) That is a separate topic - Calculation of motion paths is not the same as the drawing code (which this task focusses on restoring).
Please consider an option to offset the motion path!, example, i create a motion path on the head bone but i want to offset it to the forehead, or to the tip of the ear (which are directly moved by the head joing)
Offloading to @Clément Foucault (fclem) who can probably do this faster, while I deal with nasty Copy-on-Write issues.
May 19 2018
May 17 2018
@Sybren A. Stüvel (sybren) Didn't note the exact revision, but it one from was Monday (14 May) afternoon, (from around 4-5:30pm). I should probably run it again (maybe daily) to check if things have changed with the DM/modifier cleanups since.
Profiling suggests that the main costs are still just modifier evaluation (> 60%)
May 16 2018
Fantastic stuff. Thanks everyone.
Regarding PyController Removal + Drivers/Custom Properties Creation Script thing , even though the rig works without it, I realized that the animations in 2.79 are keying these api defined properties, so I should add the script with the drivers trick anyway so that animations work properly.
I guess we can archive this then (since it was fixed -- and we have a workaround for older versions...)
IIRC, it can happen if you toggle the "Show Keys from Selected Channels" option in the Timeline. This was a bug fixed in master, but which never got backported to 2.79 a/b/c - the other devs were kindof against the idea of doing the DNA fixes needed to fix this (i.e. simply making sure we don't save wrong flags to wrong place).