- User Since
- Aug 28 2013, 6:54 AM (311 w, 4 d)
Jul 5 2019
Feb 6 2019
As of the build I made yesterday, yes. I managed to get the preview to respond immediately and consistently but I still see that ‘ID user count error’ message.
Jan 28 2019
That's how I ended up getting around it, and I wasn't sure if it was a bug or intended behavior (I could see the case being made for either)
Jan 25 2019
Jan 24 2019
Brecht, your suggestion works. Thanks for the input!
Well that's good that it's not a bug. This should be mentioned in the Python API section of the release notes. For addon devs like me there is no mention that you need to use the engine to set the frame now instead of the scene. Then I waste you guys' time posting reports on bugs that aren't bugs.
Here's a stripped down version of the render plugin. Instead of exporting items it just prints matrix_world
Jan 23 2019
Thanks Philipp. I’ll get a scene and mock-up to you later today
Jan 22 2019
Additionally, this same thing happens if I iterate through depsgraph.objects. Based on the docs I was under the impression that these were references to objects residing in bpy.data.objects but in reality they appear to be a completely independent data blocks that also do not update their transforms when the frame is changed during rendering.
Jan 17 2019
If that’s the case I would suggest you guys update the Python API docs for DepsgraphObjectInstance. As you can see below there’s no indication at all that it only applies to duplis.
Jan 16 2019
Jan 11 2019
User error, not a bug.
Jan 10 2019
Good Lord that's embarrassing, must've been doing stuff too late into the evening.
No, it appears I misread the warnings by thinking they were status messages instead. The properties in question are dynamically created during module registration using setattr, apparently that no longer works? Is there an alternative?
Or am I reading it wrong in that I need to make that property an annotation? If so, this new requirement completely breaks our node creation system, which is based on dynamically creating the node classes based on OSL shader metadata