Sun, May 19
Thu, May 16
To be honest, I'm not familiar with the transform operator code at all. Searching through it I found a comment mentioning a similar 'one handle stuck' problem (seemingly with curve objects), and some kind of hack to avoid that in that case.
Wed, May 15
Tue, May 14
Mon, May 13
This could work with a separate ReportList for 'current dependency issues' that is wiped clean every time depsgraph is recalculated, and if reports could be enhanced to support multiple text lines, and ideally with each one optionally annotated with an object or bone reference for convenient jumping to it.
Sun, May 12
@Luciano Muñoz Sessarego (looch) As a test suggested by @Ivan Cappiello (icappiello), I hacked the use of the new parenting utility into the old spine and arm/leg rigs, and here is the result of generating the 'Basic Human' metarig: http://pasteall.org/blend/index.php?id=51732
Drivers are stored in the same place as NLA tracks and other animation data. They are basically special animation curves that use custom input instead of current frame for the horizontal axis - you can even actually use that curve to tune the driver result.
@Luciano Muñoz Sessarego (looch): I implemented a dropdown-like button in Rig Main Properties panel to switch spaces without changing the control position in my system, and added more tentacles to the file so there is a rig hierarchy.
Sat, May 11
It seems all mentioned crashes are resolved, so closing.
This crashes in code added by D4733.
I'm pretty sure no drivers are ever removed just because you delete something they drive - the only exception being objects themselves, because drivers are attached to objects and disappear with the owner automatically. Thus this might be entering the domain of feature requests.
Rebased and added filtering of uninteresting lines to reduce noise
(i.e. sequences of jumps between operations inside the same bone)
Rebased, fixed conflicts, and tested that it still works.
Thu, May 9
An obvious fix.
Wed, May 8
As a quick test I went and implemented a class for managing parents based on my API, following the first 'rigs register' approach, and used it in my demo rig.
Usually for space switching the best way not to have blending but a snap tool similar to the one for ik and fk, but it's much simpler to do, an other is a "space switching" tool that enables animators to do it with ease, with no such thing existing in blender i usually constrain the controllers to be switched to empties, switch spaces in the frames needed or across the entire animation (what i usually preffer), and then bake back to the controllers so that allows me to keep the animation while having that space changed.
Tue, May 7
I can only reproduce it with the described steps if I disable the fix for T63332, so unless somebody can confirm this still exists, this bug would be closed.
Mon, May 6
I just changed Maintain Volume yet again in 2.8 - now it has a dropdown to choose from all ways it has been working up to now.
Renamed property and function, with required fixes in makesrna.
Sun, May 5
Fri, May 3
Basically, if you are pasting multiple curves, Paste does some magic to match up channels by property name and coordinate axis. This allows you to safely copy & paste all transform curves at once, but if you want to copy & paste between arbitrary channels, you must ensure you only copy one curve, and paste into one channel. Here keys in all 3 channels were selected, but it was not visible to the user due to "Show Selected". The clipboard thus ended up containing all 3 curves, and Paste applied the axis matching logic.
I didn't get. what the problem with copy keyframes since the fix was made.. seems it copy paste as usual.. I can copy paste them in graf editor or dopeshit and it doesn't matter channel selected or not. here is a gif
When "Only Selected Curve Keyframes" is enabled, it must work like this, because otherwise it is very confusing, as shown by the bug report.
Thu, May 2
- As mentioned before, now the cycle list menu is in the status bar.
- Fixed the width of menu buttons with icons to avoid '...'.
- Exposed detailed information about the nodes involved in the cycle, and used it in python to make the items readable, and make them jump to objects and bones when clicked (using the Jump To Target code).
Have you ever used VSE with scene strips here? Camera switching is blocked by a hidden scene flag that is supposed to be set only temporarily while rendering scene strips.
Wed, May 1
Well, I was a bit worried about that too, but since @Sybren A. Stüvel (sybren) said that the issue in the bug may be worth fixing, I decided to just try and see.
The "flattened" thing is completely misleading: it is actually copying the X and Z curves of the original bone, which contain non-zero values, likely due to numeric precision limitations in matrix operations of transform tools.
Selecting channels doesn't matter for Copy, only selecting keyframes themselves. View -> Only Selected Curve Keyframes makes this confusing, but it's off by default. Maybe when that option is enabled, Copy should also only use selected curves.
Possibly you could argue that Copy should take into account which curves are selected in the Graph editor (like Paste does), instead of just keyframes, but this is a UI design issue, not a bug as such.
Your file has keyframes in all three curves selected, so Copy stores all three curves, and subsequently Paste selects keys from the appropriate X, Y or Z curve. If you deselect all with A and then select only the Y curve before Copy, everything works as you'd expect. I.e. to paste from arbitrary curve to arbitrary curve, you must ensure that only one curve is selected both during Copy and Paste.
Tue, Apr 30
Mon, Apr 29
Now you can resolve the shrinkwrap dependency cycles in this test by deleting the unnecessary Pupil_L and Pupil_R vertex groups from the body mesh to let the modifier know that these bones aren't needed.