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Animation & RiggingProject
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Description

This project includes the graph editor, dopespheet editor, NLA editor, keyframes, drivers, constraints, and more.

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Animation & Rigging

Workboard Columns

The workboard is split up into the following columns:

ColumnDescription
BacklogDefault column for new tasks. These tasks were not yet assigned to a column.
Short TermTasks that were chosen to be performed in a short term (ca. 2 weeks) during a module meeting.
BugsBug reports that are intended to be fixed within 6 months.
TODOsConcrete tasks that have been approved and can be picked up by anyone to work on. A maximum of 10 such tasks will be enforced soon.
Known IssuesBug reports that have been confirmed, but which are not actively worked on or expected to be fixed within 6 months.
DesignTasks that have conceptually been approved by the module and need design discussions for UI/UX and code. Such tasks can either be converted to a TODO or spawn one or more TODO sub-tasks. See Ingredients of a Patch, as that list could also help in writing design tasks.
Design done, Low priorityDesign tasks that are pretty much done, but don’t have high priority when it comes to implementing them.
Needs Investigationfor tasks that need investigation to come to a decision whether to actually continue with it or not. This is mostly meant for already-existing tasks that look interesting, but that need an actual time investment before a decision can be made.
Responsibility of Other ModuleTasks that are related to Animation & Rigging, but are expected to be handled by a different module.

Recent Activity

Today

Julian Eisel (Severin) accepted D9054: Pose Sliding tools improvements.
Thu, Feb 25, 12:19 AM · BF Blender (2.93), User Interface, Animation & Rigging

Yesterday

Adam Janz (Copperplate) added a comment to T45854: Hold forward is reseted in NLA.

You're welcome, Wayde! And thanks for that explanation-- that clears things up. Glad to hear you've already made a patch for the Hold Forward inconsistency. :-) Looking forward to seeing this in the official release soon. Until then, I will 100% be using your December 30th build for any serious animation work! Have a great day!

Wed, Feb 24, 10:15 PM · Animation & Rigging, BF Blender
Wayde Moss (GuiltyGhost) added a comment to T45854: Hold forward is reseted in NLA.

Thanks for testing it out! I doubt any of the fixes will get into 2.92 as that's releasing any day now.

Wed, Feb 24, 10:03 PM · Animation & Rigging, BF Blender
Christoph Lendenfeld (ChrisLend) updated the diff for D9054: Pose Sliding tools improvements.
  • dividing the line width by U.pixelsize as suggested
  • change use of fontid for function I missed
Wed, Feb 24, 9:47 PM · BF Blender (2.93), User Interface, Animation & Rigging
Sebastian Parborg (zeddb) added a comment to T84520: "Double Symmetry" in Weight Painting.

@ronan ducluzeau (zeauro) I actually fail to see any common use case where you would want to have vertex group mirroring on and the symmetry options on at the same time.
To me, without having the ability to dynamically change the mirror plane origin while painting, the symmetry options will not really help when weight painting character rigs.
From talking with riggers in the animation module, they seems to agree.

Wed, Feb 24, 9:22 PM · Sculpt, Paint & Texture, Animation & Rigging, BF Blender
Adam Janz (Copperplate) added a comment to T45854: Hold forward is reseted in NLA.

EDIT: I can see now that the generic track settings for Extrapolation and Blending have an effect on new actions that have not yet been "pushed down" into strips. However, there does appear to be a bug here, as actions set to "Hold Forward" will incorrectly exhibit "Hold" behavior until they are pushed down into a strip. However, if the action in limbo has its Extrapolation set to "Nothing" it will behave as expected, even if not yet pushed down into a strip.

Wed, Feb 24, 8:43 PM · Animation & Rigging, BF Blender
Wayde Moss (GuiltyGhost) updated the summary of D10442: Graph Editor: FCurve Extrapolation Visibility.
Wed, Feb 24, 8:37 PM · Animation & Rigging
Adam Janz (Copperplate) added a comment to T45854: Hold forward is reseted in NLA.

@Wayde Moss (GuiltyGhost) Apologies for the very late reply, Wayde. I finally had opportunity to test your build: 2.92.0 Alpha, branch: tmp-T82230-nla_remove_hold_reset_behavior, commit date: 2020-12-30 19:30, hash: rBdc4f3080fde5

Wed, Feb 24, 7:52 PM · Animation & Rigging, BF Blender
Julian Eisel (Severin) added a comment to D9054: Pose Sliding tools improvements.

Committed the line width fix rBdaf7f423642c.

Wed, Feb 24, 11:20 AM · BF Blender (2.93), User Interface, Animation & Rigging
Stanislav Ovcharov (Stan1) accepted D10442: Graph Editor: FCurve Extrapolation Visibility.
Wed, Feb 24, 8:19 AM · Animation & Rigging
Luciano Muñoz Sessarego (looch) accepted D10442: Graph Editor: FCurve Extrapolation Visibility.

Tested and i works great as expected!

Wed, Feb 24, 7:51 AM · Animation & Rigging
Julian Eisel (Severin) requested changes to D9054: Pose Sliding tools improvements.

It unfortunately still didn't work. But I investigated it and found the issue, submitted D10520.

Wed, Feb 24, 12:38 AM · BF Blender (2.93), User Interface, Animation & Rigging

Tue, Feb 23

Wayde Moss (GuiltyGhost) added a comment to T85352: Animation: Move Stashed Actions out from NLA to Outliner.

I never knew you can Dnd from the outliner. Thanks Looch!

Tue, Feb 23, 11:20 PM · Animation & Rigging
Wayde Moss (GuiltyGhost) updated the task description for T85352: Animation: Move Stashed Actions out from NLA to Outliner.
Tue, Feb 23, 11:17 PM · Animation & Rigging
Christoph Lendenfeld (ChrisLend) updated the diff for D9054: Pose Sliding tools improvements.

revert to GPU_PRIM_LINES

Tue, Feb 23, 10:46 PM · BF Blender (2.93), User Interface, Animation & Rigging
Philipp Oeser (lichtwerk) placed T85870: ColorRamp Keyframes crash Blender. up for grabs.

Looked into this a bit, but it turns out to be a bit hairy:

Tue, Feb 23, 4:30 PM · Animation & Rigging, User Interface, BF Blender
Mathieu Thibaut (MathieuRobot) added a comment to T81252: random weight painting keep appearing even after I removed them.

So, I solved the problem by deleting the point and recreating it. Otherwise, it was impossible to animate properly. I think that from the beginning my model had a lot of those weird symmetry things going on, but since I was redoing my topology a lot, they disappear little by little.

Tue, Feb 23, 3:31 PM · Animation & Rigging, BF Blender
Mathieu Thibaut (MathieuRobot) added a comment to T81252: random weight painting keep appearing even after I removed them.

better picture here. sorry

Tue, Feb 23, 2:12 PM · Animation & Rigging, BF Blender
Mathieu Thibaut (MathieuRobot) added a comment to T81252: random weight painting keep appearing even after I removed them.

Hello Henrik,
I am not sure how to contact you. I finally managed to redo the bug.
I made an explanation here:

Tue, Feb 23, 2:10 PM · Animation & Rigging, BF Blender
ronan ducluzeau (zeauro) added a comment to T84520: "Double Symmetry" in Weight Painting.

Hopefully you'll agree that having both X symmetry and Vertex Group X enabled at the same time still has no use case.

Yes. I would say almost none.
Objectively, nobody wants to produce similar weight groups to skin symmetrical bones.

Tue, Feb 23, 1:39 PM · Sculpt, Paint & Texture, Animation & Rigging, BF Blender
Demeter Dzadik (Mets) added a comment to T84520: "Double Symmetry" in Weight Painting.

It is absolutely not a bad thing to be able to use Y symmetry to paint a Vertex Group.R and see same symmetric painting applied to Vertex Group.L at same time.

Tue, Feb 23, 1:08 PM · Sculpt, Paint & Texture, Animation & Rigging, BF Blender
Stanislav Ovcharov (Stan1) added a comment to T76472: Graph Editor: Fcurve extrapolation visibility .
Tue, Feb 23, 10:50 AM · BF Blender, Animation & Rigging
Philipp Oeser (lichtwerk) merged T85896: Weight Paint Mode Redo Panel Problems into T69760: Undo/Adjust Last Operation: vertex and weightpaint operators undo more then they should (change back any setting changed prior to execution).
Tue, Feb 23, 10:26 AM · Animation & Rigging, Sculpt, Paint & Texture, User Interface, BF Blender
Sybren A. Stüvel (sybren) added a comment to T76472: Graph Editor: Fcurve extrapolation visibility .

When the design work is finished, and implementation can start, either one of these two should happen:

  1. Close the design task as resolved (because the design work is done) and create a new TODO task for keeping track of the implementation, or
  2. Re-classify this task as TODO task.
Tue, Feb 23, 10:08 AM · BF Blender, Animation & Rigging
ronan ducluzeau (zeauro) added a comment to T84520: "Double Symmetry" in Weight Painting.

Why being able to use both symmetries, at same time, would not be pertinent ?

Tue, Feb 23, 9:41 AM · Sculpt, Paint & Texture, Animation & Rigging, BF Blender
Clément Foucault (fclem) added inline comments to D9054: Pose Sliding tools improvements.
Tue, Feb 23, 8:18 AM · BF Blender (2.93), User Interface, Animation & Rigging
Wayde Moss (GuiltyGhost) added a comment to D9875: Animation: Smart Bake Option for Bake Action.

design a new baking system. With some class-based architecture, with a simple (maybe even abstract) base class that's made so that subclasses can implement/override specifics, could simplify things a lot.

Can you give examples of what you have in mind in terms of subclasses and overrides? I'm having trouble understanding what you meant. Adding further abstractions seems like it would add unnecessary layering. I agree that the signaling is confusing and I just tried to split the patch (Smart baking separate from the signaling changes) but then ran into the issue that the new signaling adds support for subframe baking. Without it, smart baking will only bake whole frame keys.

Tue, Feb 23, 12:45 AM · Animation & Rigging

Mon, Feb 22

Christoph Lendenfeld (ChrisLend) added a comment to D9054: Pose Sliding tools improvements.

@Julian Eisel (Severin) Let me know if the lines have thickness for you now

Mon, Feb 22, 10:27 PM · BF Blender (2.93), User Interface, Animation & Rigging
Christoph Lendenfeld (ChrisLend) updated the diff for D9054: Pose Sliding tools improvements.
  • Changed the way fontid is aquired as suggested
  • Changed the shader for drawing lines from GPU_PRIM_LINES to GPU_SHADER_2D_UNIFORM_COLOR
  • Changed RNA_def_float_percentage to RNA_def_float_factor
Mon, Feb 22, 10:25 PM · BF Blender (2.93), User Interface, Animation & Rigging
Wayde Moss (GuiltyGhost) updated the summary of D10504: NLA: Keyframe Remap Through Upper Strips.
Mon, Feb 22, 10:23 PM · Animation & Rigging
ronan ducluzeau (zeauro) added a comment to D7997: UI: FModifier layout updates, drag and drop.

I have just discovered this new layout.
Most of changes seems logical to improve readability. But equation of Generator F-modifier looks like a regression.

Mon, Feb 22, 6:19 PM · Animation & Rigging, User Interface
Demeter Dzadik (Mets) updated the task description for T85796: Alt+Click to select overlapping bones.
Mon, Feb 22, 10:27 AM · Animation & Rigging, BF Blender

Sun, Feb 21

Clément Foucault (fclem) added a comment to D9054: Pose Sliding tools improvements.

wide_line_workaround_start() only works for a small set of shaders. But GPU_SHADER_2D_UNIFORM_COLOR is one of them. As to why it fails I don't know without going deeper.

Sun, Feb 21, 11:57 PM · BF Blender (2.93), User Interface, Animation & Rigging
Naser Merati (Nevil) added a comment to T70319: Library Override: Driven Shape Keys Don't Work (neither via custom properties nor transforms).

I faced the same problem in Blender 2.92-rc too. problem is this. when object turns to Library override, Blender keeps 2 version of the object. the link of the original one and mirrored local one. Inside the scene only local one detectable but drive can see the both.
Drive detects the target by name and this cause some time get linked one and some time the local one.


I find a temporary solution in python.

Sun, Feb 21, 9:10 PM · BF Blender (2.90), Pipeline, Assets & I/O, Animation & Rigging, Datablocks and Libraries
Julian Eisel (Severin) requested changes to D9054: Pose Sliding tools improvements.

On retina the lines still look too thin, compared to the screenshots I see here:


Apparently the line width doesn't work. This is with an interface scale of 2.0:

Sun, Feb 21, 4:55 PM · BF Blender (2.93), User Interface, Animation & Rigging

Sat, Feb 20

Christoph Lendenfeld (ChrisLend) updated the diff for D9054: Pose Sliding tools improvements.

update patch to use "rctf" for "UI_draw_roundbox_3ub_alpha"

Sat, Feb 20, 1:44 PM · BF Blender (2.93), User Interface, Animation & Rigging
Kirk Johnson (helloDotJPG) added a comment to T85434: Copy Rotation [world -> world] dosen't work properly with Spline IK chain.

Workload in the bugtracker is high atm, so please be a bit more patient, issue will be looked at (but dont change status yourself).

Sat, Feb 20, 6:25 AM · Animation & Rigging, BF Blender
Germano Cavalcante (mano-wii) changed the status of T85434: Copy Rotation [world -> world] dosen't work properly with Spline IK chain from Needs Triage to Confirmed.

I simplified the file even more to try to understand what is really different and realized that in blender 2.93 the rotation of the bone parent affects the bone child even if it has a constraint:


As we can see in the GIF, the bone children in 2.79 is not affected by the parent, which seems to be the expected behavior.
Here the simplified file:

Sat, Feb 20, 12:45 AM · Animation & Rigging, BF Blender

Fri, Feb 19

Sebastian Parborg (zeddb) changed the status of T85796: Alt+Click to select overlapping bones from Needs Triage to Confirmed.
Fri, Feb 19, 5:25 PM · Animation & Rigging, BF Blender
Hans Goudey (HooglyBoogly) closed D7997: UI: FModifier layout updates, drag and drop.
Fri, Feb 19, 5:12 PM · Animation & Rigging, User Interface
Luciano Muñoz Sessarego (looch) added a comment to T85796: Alt+Click to select overlapping bones.

Yes!, thank you @Demeter Dzadik (Mets) for creating this task it's something that has been in the back of my head forever :)

Fri, Feb 19, 5:04 PM · Animation & Rigging, BF Blender
Demeter Dzadik (Mets) moved T85796: Alt+Click to select overlapping bones from Backlog to Design on the Animation & Rigging board.
Fri, Feb 19, 5:01 PM · Animation & Rigging, BF Blender
Demeter Dzadik (Mets) assigned T85796: Alt+Click to select overlapping bones to Sebastian Parborg (zeddb).
Fri, Feb 19, 5:00 PM · Animation & Rigging, BF Blender
Hans Goudey (HooglyBoogly) added inline comments to D7997: UI: FModifier layout updates, drag and drop.
Fri, Feb 19, 4:57 PM · Animation & Rigging, User Interface
Julian Eisel (Severin) accepted D7997: UI: FModifier layout updates, drag and drop.
Fri, Feb 19, 4:06 PM · Animation & Rigging, User Interface
Philipp Oeser (lichtwerk) changed the status of T84117: Crash when using to_mesh() on a depsgraph object in a driver from Needs Information from User to Needs Triage.
Fri, Feb 19, 2:58 PM · Dependency Graph, Animation & Rigging, BF Blender
Sebastian Parborg (zeddb) changed the subtype of T85789: Expose symmetry options for operators that use them in weight paint from "Report" to "To Do".
Fri, Feb 19, 1:53 PM · Animation & Rigging
Sebastian Parborg (zeddb) changed the status of T85789: Expose symmetry options for operators that use them in weight paint from Needs Triage to Confirmed.
Fri, Feb 19, 1:50 PM · Animation & Rigging
Demeter Dzadik (Mets) renamed T84520: "Double Symmetry" in Weight Painting from Confusing Symmetry settings in Weight Painting to "Double Symmetry" in Weight Painting.
Fri, Feb 19, 1:12 PM · Sculpt, Paint & Texture, Animation & Rigging, BF Blender
Demeter Dzadik (Mets) added a comment to T84520: "Double Symmetry" in Weight Painting.

people don't want symmetry shared across modes

While I agree this would be good to support, I think it's a separate issue. The main issue here is that if you want symmetry in weight paint + any other mode, you always have to DISABLE it in weight paint mode, because you end up with two totally unrelated pieces of code(old+new symmetry) executing that were never meant to be used together.

Both types of symmetry are useful.

The distinction you're making between the two "types" of symmetry are not the two types that are being discussed here. Painting masks for modifiers, particles, geo nodes, etc, is supported by both implementations. As long as the vertex group's name has no side indicator (.L/.R) in it, the strokes will be mirrored to the same vertex group, which is totally fine.

Fri, Feb 19, 12:48 PM · Sculpt, Paint & Texture, Animation & Rigging, BF Blender