Wed, Jul 17
Can confirm. These are properly marked invalid/erroneous (red underline), but not removed.
Mon, Jul 8
Fri, Jul 5
Curve modifier deforms (and animate) the geometry of the object, this is absolutely not supported by FBX (in general). We can only export *Object*-level animation, modifiers are always just applied statically (with the exception of the Armature one, for which we can craft some conversion to FBX Skeletton system). Thanks for the report, but this simply cannot be done with FBX.
@Bastien Montagne (mont29) is this something we support with the .fbx exporter?
I was able to get around this issue by applying the array modifier on my object and writing a python script to add the object constraint to all the newly created objects, rather than using the curve modifier. The animation now exports correctly with the follow path object constraint.
Thu, Jul 4
@Sergey Sharybin (sergey) do you want to take a look at this?
Wed, Jun 26
Can confirm this, same is true for Color and Power.
Jun 19 2019
Jun 17 2019
Okay, so i found a way around this bug, as one of my animation was having issues with the same problem you are facing.
Jun 11 2019
Jun 3 2019
May 28 2019
This bug should be solved by now.
May 27 2019
Confirmed for now, checking...
This seems to be fixed now (cannot reproduce anymore), closing.
May 23 2019
Actually, i think it is now fixed by rBfaf48c0f6473.
@Sergey Sharybin (sergey), this bug is still happening after rBb432209f63f8: Render: Use dependency graph for compositor/sequencer.
May 21 2019
May 16 2019
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.
May 13 2019
May 11 2019
May 9 2019
Not critical at all. The goal is to select just two (or more) e.g. right side handles of two keyframes on different fcurves of specific bone on current frame and than e.g. scale them to zero so both handles had a same position. It allows you to get correct motion without any weird pops or something
But if you enable that and only select the main point, not the handles, and try to move it, you get an issue where one handle is stuck.
oh, didn't know that, with include handles it works fine for me. What is parent Graph point?
You need to alter the keymap. There is an option in the box select operator to detect handles or not. It’s off by default. So that part is not a bug.
Here is a GIF -
Workflow in the Gif: Right click select handles, then Circle select handles, then Box select (do nothing), then Box deselect handles on selected keyframe (do nothing also), and then again Box deselect with "Only selected keyframe handles" option on.
May 8 2019
I cannot reproduce this. I can select handles when I set the keymap option to include handles.
yes, when the option is OFF you can't select single handle (or more) and when option is ON you can't deselect handles and keyframes (to keep selected only single handle)
I should note that you have to untick the "Only selected keyframe handles" option to be able to reproduce this.
- Final remarks by Campbell
Minor notes inline, otherwise fine.