- User Since
- Aug 20 2015, 12:17 PM (192 w, 20 h)
This is awful in a multitude of ways:
So, I tried an experiment by changing the patch to add both the new individual bone relations, and the whole pose link - this basically adds all of the overhead without actually changing the scheduling.
Wed, Apr 24
So on 02_055_A from Spring this seems to reduce fps from around 12 to 11.3, so maybe worth making this an option in the modifier? This is really needed only on certain specially used meshes in certain kind of rigs.
Moved the button to the status bar, because I agree that putting it in the Timeline is sort of random.
So, the UI part is a bit of a hack (using a menu and all), and has some issues:
Looks ok overall, but I have some performance concerns.
Tue, Apr 23
Sun, Apr 21
Sat, Apr 20
Fri, Apr 19
That's not a bug, it's what's called the Parent Inverse Matrix. In python that's called object.matrix_parent_inverse. Alt-P -> Clear Parent Inverse clears it.
Thu, Apr 18
Nobody is going to like having to explicitly connect all bones in a rig to their mesh, if that's what you are trying to say. The Armature modifier with vertex weights already knows exactly which bones it actually needs from the vertex group list, but for coding convenience and depsgraph building efficiency it depends on the whole armature. There's also the cache thing, which is built at the armature level, but by this point only caches the double quats for non-bbones.
Wed, Apr 17
Seems OK overall, just some nitpicks about naming and blank lines :)
Tue, Apr 16
By all looks this seems to be a depsgraph / COW / Python API issue, not related to animation as such.
Mon, Apr 15
So, when it's not a cycle, another likely cause of unstable evaluation is a missing dependency, and that is the case here.
So is there a 100% reliable simple procedure to reproduce?
Sun, Apr 14
Well, I think I fixed the crash itself - is this done then? I haven't actually checked if the cycles themselves make sense, or anything.
Well, it was me who broke it too, so I had a pretty good idea.
There is something of a mess in depsgraph relations here. It will require some refactoring of Spline IK evaluation to make it work well.
Such stuff sounds like a dependency problem - are there no messages about cycles in the console?
There seems to be incorrect matrix multiplication order in LWP to Pose space conversion.
@Brecht Van Lommel (brecht): any comments on the code side?
Sat, Apr 13
@Brecht Van Lommel (brecht): So, what is the plan about this? This would technically be a backward compatibility breaking change (slightly different transformation from B-Bones), so possibly it should go in asap, if breaking compatibility is to be avoided after 2.80?