AnimationProject
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Description

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

Module Owner: @Joshua Leung (aligorith)
User Members: @bassam kurdali (bassamk) @Nathan Vegdahl (cessen)

Recent Activity

Fri, Oct 19

Andy Bay (Geminoidi) added a comment to T52063: Bake Action inaccurate for Spline IK.

Thanks for the answer Juan, that clears it up for me!

Fri, Oct 19, 8:33 PM · Animation, BF Blender
Alexander Gavrilov (angavrilov) added a comment to T52063: Bake Action inaccurate for Spline IK.

From my experience, you might want to use a copy loc + copy rot + copy scale + damped track + stretch to constraint on each of the deformation bones, instead of just a copy transforms constraint. This has given me better results on export.

Fri, Oct 19, 7:32 PM · Animation, BF Blender
Juan Pablo Bouza (jpbouza) added a comment to T52063: Bake Action inaccurate for Spline IK.

Andy, well, yes, the thing is that you've gotta have a control armature and a deformation armature. So, in the control armature you set all the constraints up, spline IK and stuff. When you have everything working, you create the deformation armature that consists of bones that might be parented just to the root so that they don't have a child/parent hierarchy. You then add a copy transforms constraint to each of those bones, pointing to the spline IK bones of the control armature. That way the deformation armature will mimic exactly what the control armature does, but it won't have a hierarchy that ruins the export.
From my experience, you might want to use a copy loc + copy rot + copy scale + damped track + stretch to constraint on each of the deformation bones, instead of just a copy transforms constraint. This has given me better results on export.
Finally for exporting, you just select the mesh and the deformation armature, you don't export the control armature.

Fri, Oct 19, 7:18 PM · Animation, BF Blender
Andy Bay (Geminoidi) added a comment to T52063: Bake Action inaccurate for Spline IK.

Juan but is it really possible to get spline IK to work without a standard bone to bone parent hierarchy?

Fri, Oct 19, 7:06 PM · Animation, BF Blender
Juan Pablo Bouza (jpbouza) added a comment to T52063: Bake Action inaccurate for Spline IK.

Andy, what I mean is that all bones should be parented to the root bone or some bone that doesn't scale. When you do that, the result is more or less reliable, although it's never 100% correct for some reason.

Fri, Oct 19, 3:34 PM · Animation, BF Blender
Adam Janz (Copperplate) added a comment to T52063: Bake Action inaccurate for Spline IK.

Do you know how game engines deal with the non-uniform scaling problem? Or is non-uniform scaling simply not used in game animation due to this, thus making any rigs using Stretch To or other similar mechanisms in effect not suitable for games? The shear problem is a fundamental aspect of any system that uses matrix multiplication based parenting.

Fri, Oct 19, 1:49 PM · Animation, BF Blender
Philipp Oeser (lichtwerk) added a comment to T56636: Custom property cannot be animated.

Another thing I noticed when having an animated custom property is that even other keyframes might not be evaluated anymore (and this is even true for 2.79 with new depsgraph)...:

Fri, Oct 19, 1:27 PM · Animation, BF Blender: 2.8
Philipp Oeser (lichtwerk) added a comment to T56636: Custom property cannot be animated.

@Antonio Vazquez (antoniov): asked in IRC if I could also have a look, and here are my findings (sorry for the lengthy detour, this might all be totally obvious for others...)

Fri, Oct 19, 1:15 PM · Animation, BF Blender: 2.8
Andy Bay (Geminoidi) added a comment to T52063: Bake Action inaccurate for Spline IK.

I tested an FBX export as well and there was indeed a slight discrepancy when I brought the file to Unity. Juan, could you describe the unparenting process in more detail? I tried unparenting the bones from each other both before and after baking and the results were messed up in both cases.

Fri, Oct 19, 12:29 PM · Animation, BF Blender
Alexander Gavrilov (angavrilov) added a comment to T52063: Bake Action inaccurate for Spline IK.

Unfortunately, I just tested this and though baking within Blender is in fact fixed by turning off the inherit scale option, FBX export seems to ignore this option and bones get exported with shearing nevertheless.

Fri, Oct 19, 10:57 AM · Animation, BF Blender

Thu, Oct 18

Juan Pablo Bouza (jpbouza) added a comment to T52063: Bake Action inaccurate for Spline IK.

I agree with Alexander, the inherit scale option shouldn't be turned off by default. You want it to be on in 99% of the cases.

Thu, Oct 18, 4:05 PM · Animation, BF Blender
Alexander Gavrilov (angavrilov) added a comment to T52063: Bake Action inaccurate for Spline IK.

We should probably disable Inherit Scale by default for new bones? It doesn't really solve the bug, but might avoid the problem in most cases. I except that usually you don't even want to inherit scale from parent bones anyway.

Thu, Oct 18, 3:01 PM · Animation, BF Blender
Brecht Van Lommel (brecht) added a comment to T52063: Bake Action inaccurate for Spline IK.

We should probably disable Inherit Scale by default for new bones? It doesn't really solve the bug, but might avoid the problem in most cases. I except that usually you don't even want to inherit scale from parent bones anyway.

Thu, Oct 18, 2:53 PM · Animation, BF Blender
Alexander Gavrilov (angavrilov) added a comment to T52063: Bake Action inaccurate for Spline IK.

If disabling Inherit Scale fixes this, it may be related to T54159. Basically, inherited non-uniform scale plus local rotation fundamentally creates shear, and it's impossible to avoid except by only using uniform scale, or not inheriting scale.

Thu, Oct 18, 2:30 PM · Animation, BF Blender
Adam Janz (Copperplate) added a comment to T52063: Bake Action inaccurate for Spline IK.

Thanks Andy for sharing that tip! :)

Thu, Oct 18, 2:06 PM · Animation, BF Blender
Andy Bay (Geminoidi) added a comment to T52063: Bake Action inaccurate for Spline IK.

For those reading later:

Thu, Oct 18, 8:39 AM · Animation, BF Blender

Thu, Oct 11

¿? (edtion) created T57159: Bake Action Operator offsets keyframes from tweaked strip.
Thu, Oct 11, 8:46 AM · Animation, BF Blender

Fri, Sep 21

Angel Bueno (angelbpineda) added a comment to T56854: F-Curve Modifiers are not animatable..

ok, thank you

Fri, Sep 21, 11:37 AM · Animation, BF Blender

Sep 20 2018

Bastien Montagne (mont29) renamed T56854: F-Curve Modifiers are not animatable. from F-Curve Modifiers, no keyframe to F-Curve Modifiers are not animatable..
Sep 20 2018, 2:06 PM · Animation, BF Blender
Bastien Montagne (mont29) assigned T56854: F-Curve Modifiers are not animatable. to Joshua Leung (aligorith).

@Joshua Leung (aligorith) not sure about that one, animation of those properties is not explicitly disabled in RNA code, so I guess animation is prevented by missing valid RNA path handling for FCurve modifiers? But I kind of doubt we'd want to support that, would be some sort of inception (animation within animation)…

Sep 20 2018, 2:05 PM · Animation, BF Blender

Sep 19 2018

Brecht Van Lommel (brecht) closed T56697: Moving new keys in the dopesheet editor doesn't update as Resolved by committing rBd5e29f41403c: Fix T56697: missing viewport update after keyframe edits in animation editors..
Sep 19 2018, 4:23 PM · Animation, Code Quest, BF Blender: 2.8

Sep 17 2018

Bastien Montagne (mont29) assigned T56818: Hair Dynamics does not work for all strands when hair has been cut to Sergey Sharybin (sergey).

@Sergey Sharybin (sergey) you worked on hair recently, maybe you can check on that one? Thanks.

Sep 17 2018, 3:33 PM · Physics, Animation, BF Blender
Part Ago (Partago) updated the task description for T56818: Hair Dynamics does not work for all strands when hair has been cut.
Sep 17 2018, 12:07 PM · Physics, Animation, BF Blender
Part Ago (Partago) added a comment to T56818: Hair Dynamics does not work for all strands when hair has been cut.

Thanks for your response.

Sep 17 2018, 12:05 PM · Physics, Animation, BF Blender
Bastien Montagne (mont29) triaged T56818: Hair Dynamics does not work for all strands when hair has been cut as Incomplete priority.

Does this still happen within 2.8? Otherwise there is very little chance this get fixed in 2.7x series now… ;)

Sep 17 2018, 9:49 AM · Physics, Animation, BF Blender

Sep 16 2018

TG McLean (Zlyx) added a comment to T56607: Crash: Touching graph editor curve handles, or grabbing/ rotating said curve.

Crash still occurs, but very intermittently. Hard to see an obvious cause.

Sep 16 2018, 9:53 PM · Animation, Platform: Mac OS X, BF Blender: 2.8
Part Ago (Partago) updated the task description for T56818: Hair Dynamics does not work for all strands when hair has been cut.
Sep 16 2018, 7:57 PM · Physics, Animation, BF Blender
Part Ago (Partago) updated the task description for T56818: Hair Dynamics does not work for all strands when hair has been cut.
Sep 16 2018, 12:13 PM · Physics, Animation, BF Blender
Part Ago (Partago) added projects to T56818: Hair Dynamics does not work for all strands when hair has been cut: Animation, Physics, Platform: Linux.
Sep 16 2018, 12:10 PM · Physics, Animation, BF Blender

Sep 10 2018

Bastien Montagne (mont29) closed T56736: Mesh from group is still calculated off screen as Archived.

Thanks for the report, but bugs about new depsgraph in old 2.7x series are really not relevant at all now, new deg is only developed and maintained in 2.8 branch.

Sep 10 2018, 3:39 PM · Animation, Dependency Graph, BF Blender
¿? (edtion) created T56736: Mesh from group is still calculated off screen.
Sep 10 2018, 9:52 AM · Animation, Dependency Graph, BF Blender

Sep 9 2018

Bastien Montagne (mont29) triaged T56729: Crash while interacting with Graph Editor as Confirmed priority.

One have to wiggle a lot to make it crash indeed… Looks like yet another COW/threading issue (threaded code from deg evaluation using some COW data already freed from somewhere else)…

Sep 9 2018, 3:06 PM · Animation, Dependency Graph, BF Blender: 2.8

Sep 8 2018

Bastien Montagne (mont29) assigned T56697: Moving new keys in the dopesheet editor doesn't update to Joshua Leung (aligorith).

@Joshua Leung (aligorith) not sure how to fix this, looks like recalcData_actedit() does not have access to fcurves, so it cannot check whether re-ordering of keyframes is actually needed… Maybe we should just always call remake_graph_transdata() there?

Sep 8 2018, 5:11 PM · Animation, Code Quest, BF Blender: 2.8

Sep 3 2018

Bastien Montagne (mont29) triaged T56636: Custom property cannot be animated as Confirmed priority.

Reminds me of similar issue with some VSE properties in 2.7x… IIRC, animation gets re-evaluated when editing those values, hence they get reset to animated value immediately…

Sep 3 2018, 4:22 PM · Animation, BF Blender: 2.8
Bastien Montagne (mont29) assigned T56635: Driver property does not update viewport to Sergey Sharybin (sergey).

Seems to be an update issue, clicking on the show/hide 'eye' icon, or on the render 'camera' one in the outliner fixes to visibility too, but clicking again on the viewport 'grid' one exhibits again the problem. As if driver eval was not updating things properly. not suer what exactly is the problem here, would suspect again some COW/depsgraph thingy, @Sergey Sharybin (sergey)?

Sep 3 2018, 4:18 PM · Animation, BF Blender: 2.8
mario (ziomario) added a comment to T56597: mesh + armature exported in FBX format (7.4 binary or 6.1 ASCII) and imported in NUKE 11 does not work well..

ok. you are the coder.

Sep 3 2018, 1:31 PM · Import/Export, Animation, Alembic, BF Blender
Bastien Montagne (mont29) closed T56597: mesh + armature exported in FBX format (7.4 binary or 6.1 ASCII) and imported in NUKE 11 does not work well. as Invalid.

That’s the last time I say it: THIS BUGTRACKER IS NOT A USER SUPPORT SERVICE!

Sep 3 2018, 11:13 AM · Import/Export, Animation, Alembic, BF Blender
mario (ziomario) reopened T56597: mesh + armature exported in FBX format (7.4 binary or 6.1 ASCII) and imported in NUKE 11 does not work well. as "Open".
Sep 3 2018, 9:51 AM · Import/Export, Animation, Alembic, BF Blender
mario (ziomario) added a comment to T56597: mesh + armature exported in FBX format (7.4 binary or 6.1 ASCII) and imported in NUKE 11 does not work well..

I think that it not necessary to look into the code as first thing to check. Maybe I used wrong configuration on the settings of the FBX panel,or it's necessary to use a "special" combination of settings,that I don't know. The best solution I think could be to make some attempts by the cross users,users who uses/know blender and nuke. I think that it worth trying before to close this post. If It was not strictly a bug,it was very close to be a bug,because each combination of setting should produce a different kind of effect,but since it could work only in some circumstances,it could be a bug.

Sep 3 2018, 9:49 AM · Import/Export, Animation, Alembic, BF Blender
Bastien Montagne (mont29) closed T56597: mesh + armature exported in FBX format (7.4 binary or 6.1 ASCII) and imported in NUKE 11 does not work well. as Invalid.

You’ll have to give proof that issue is from Blender side, not from Nuke side first… afaik meshes are pretty reliable in our FBX io addon. Not our job to investigate that kind of issue, especially not with a closed-source software we don’t have access to.

Sep 3 2018, 9:05 AM · Import/Export, Animation, Alembic, BF Blender

Sep 2 2018

Antonio Vazquez (antoniov) added a project to T56635: Driver property does not update viewport: Animation.
Sep 2 2018, 8:09 PM · Animation, BF Blender: 2.8
Antonio Vazquez (antoniov) added a project to T56636: Custom property cannot be animated: Animation.
Sep 2 2018, 8:09 PM · Animation, BF Blender: 2.8
mario (ziomario) reopened T56597: mesh + armature exported in FBX format (7.4 binary or 6.1 ASCII) and imported in NUKE 11 does not work well. as "Open".
Sep 2 2018, 5:13 PM · Import/Export, Animation, Alembic, BF Blender
mario (ziomario) added a comment to T56597: mesh + armature exported in FBX format (7.4 binary or 6.1 ASCII) and imported in NUKE 11 does not work well..

ok for the armature,but not good for the mesh. Nuke should import correctly the FBX file format.both in 6.1 ASCII and in 7.4 binary format. If it does not do it correctly,it's a bug of blender. So,I suggest to re open this bug. And anyway,the question deserves to be deepened,not closed on two feets.

Sep 2 2018, 5:11 PM · Import/Export, Animation, Alembic, BF Blender
Bastien Montagne (mont29) closed T56597: mesh + armature exported in FBX format (7.4 binary or 6.1 ASCII) and imported in NUKE 11 does not work well. as Archived.

Thanks for the report, but this sounds more like user support than bug to me - we don’t even know whether Nuke supports rigging at all, even less if it can import it correctly from FBX…

Sep 2 2018, 4:32 PM · Import/Export, Animation, Alembic, BF Blender
Bastien Montagne (mont29) triaged T56607: Crash: Touching graph editor curve handles, or grabbing/ rotating said curve as Normal priority.

Cannot confirm here on linux, might be something specific to OSX… @Arto Kitula (akitula), maybe you can check? Thanks.

Sep 2 2018, 4:24 PM · Animation, Platform: Mac OS X, BF Blender: 2.8
Bastien Montagne (mont29) updated the task description for T56607: Crash: Touching graph editor curve handles, or grabbing/ rotating said curve.
Sep 2 2018, 4:19 PM · Animation, Platform: Mac OS X, BF Blender: 2.8

Aug 29 2018

TG McLean (Zlyx) placed T56607: Crash: Touching graph editor curve handles, or grabbing/ rotating said curve up for grabs.
Aug 29 2018, 8:09 PM · Animation, Platform: Mac OS X, BF Blender: 2.8
TG McLean (Zlyx) reopened T56607: Crash: Touching graph editor curve handles, or grabbing/ rotating said curve as "Open".
Aug 29 2018, 6:13 PM · Animation, Platform: Mac OS X, BF Blender: 2.8
TG McLean (Zlyx) closed T56607: Crash: Touching graph editor curve handles, or grabbing/ rotating said curve as Resolved.
Aug 29 2018, 6:11 PM · Animation, Platform: Mac OS X, BF Blender: 2.8