Testfile [including image sequence]:
This is reproducable with any image sequence mapped to ParticleSettings influence [no update on framechange there]
Thu, Jun 13
Wed, Jun 5
Wed, May 29
As far as I can tell this is the subdivision surface modifier just being very slow. In the viewport it's disabled due to simplify settings.
Fri, May 24
Thu, May 23
May 10 2019
Sorry for reopening however I would like this to be reconsidered. The active camera 'should' have special privileges which evaluate it regardless of whether it is visible or not, as it causes much artist confusion to when the camera 'should' be animated but is not.
Not a bug. You have disabled evaluation of the objects in that collection. So this is the correct behavior.
May 9 2019
Mar 20 2019
Mar 14 2019
We fixed a similar bug at some point after this report, appears to be fixed now.
Mar 13 2019
Needed to apply manually, and forgot to mention the revision in the comment.
Committed as rB76437b903de.
The only alternative that comes to mind would be to improve the solve_cycles function so that the resulting graphs are ensured to perform orderly cleanup. But adding extra relations seems like a more clean/maintainable solution.
I don't have a better local solution.
For that issue, see T62094: Unable to insert a hide_viewport keyframe via the UI.
@Brecht Van Lommel (brecht), do you feel strong here? Can't think of a better solution than to introduce more relations.
@Dalai Felinto (dfelinto), this change has nothing to do with solving cycles, it just makes blender to not crash when there is a cycle.
From reading the patch it seems fine to me.
Likewise just tried object visibility keyframing in latest build as of today (Mac) and still no option to keyframe or add drivers to object viewport visibility (eye icon in outliner). This is quite a crucial feature for me to start migrating my main project to 2.80
'OBArmature.Mario.POSE_IK_SOLVER()' depends on 'OBArmature.Mario.Spine.Bendy.BONE_READY()' through 'IK Chain Parent' 'OBArmature.Mario.Spine.Bendy.BONE_READY()' depends on 'OBArmature.Mario.Spine.Bendy.BONE_CONSTRAINTS()' through 'Constraints -> Ready' 'OBArmature.Mario.Spine.Bendy.BONE_CONSTRAINTS()' depends on 'OBArmature.Mario.Spine.Tail.BONE_READY()' through 'Damped Track' 'OBArmature.Mario.Spine.Tail.BONE_READY()' depends on 'OBArmature.Mario.Spine.Tail.BONE_CONSTRAINTS()' through 'Constraints -> Ready' 'OBArmature.Mario.Spine.Tail.BONE_CONSTRAINTS()' depends on 'OBArmature.Mario.Spine.Tail.BONE_POSE_PARENT()' through 'Pose -> Constraints Stack' 'OBArmature.Mario.Spine.Tail.BONE_POSE_PARENT()' depends on 'OBArmature.Mario.Spine.Base.BONE_DONE()' through 'Parent Bone -> Child Bone' 'OBArmature.Mario.Spine.Base.BONE_DONE()' depends on 'OBArmature.Mario.POSE_IK_SOLVER()' through 'IK Chain Result'
Mar 7 2019
More than a week without reply or activity. Due to the policy of the tracker archiving for until required info/data are provided.
Crashes also after referencing a scene property from another scene (in a single file):
Mar 6 2019
Hello, I am facing the same problem.
Can someone give an example or a step by step guide of how to key visibility on instanced collection or object? (with the latest build of blender 2.80)
Mar 4 2019
This seems resolved for me.
Mar 2 2019
Currently only objects visibility is animated.
Mar 1 2019
@Sergey Sharybin (sergey) : this will make me the happiest man :)
I'll test it in the next build.
Thanks a lot.
@Sylvain (Micool), please create a new bug report about that.
Feb 28 2019
Committed quite some fixes in various related ares and this report is supposed to be fixed now! The minimal revision required is rB846d265a06e.
Feb 25 2019
Feb 18 2019
Feb 14 2019
Weird. Was looking for quite some time =\ Thanks!
There will be more optimizations.
@Sergey Sharybin (sergey): file was there in the report (made this more visible now...)
Please always attach .blend file which demonstrates the issue.
At the moment my demo scene with some modifiers is at 5 fps in version 2.8.
In v2.79 its faster and runs at about 8 fps.
Feb 13 2019
Thank you for your effort. It works now.
@Sergey Sharybin (sergey), can you review this?
This appears to be solved in the latest builds.