Tag for Blender tasks related to datablocks, library linking, assets, overrides, and related topics
Fri, Oct 11
Hey Bastien, understand on the name change issue.
This has been fixed in recent commits, while not yet 100% ideally working, would consider that task as resolved.
@Demeter Dzadik (Mets) please make report(s), it’s waaaayyyyy easier to keep track of issues that way. ;)
I've been using Library Overrides on a game character Armature to mostly great effect (some crashing, see below).
Thu, Oct 10
I just found out about this task/idea after trying to update D2324. One thing to note about D2324 (and any other potential system) is that the properties are read from a CacheFile whose evaluation is inside the dependency graph so we have to be able to set a relationship from the object (or ID) to the CacheFile. Now, D2324 does not work anymore for this very reason: there does not seem to be a way yet to set this dependency through the F-Curve Modifier's API (unless I missed something), therefore we do not have a valid CacheFile handle to read the data from because the object might be evaluated before the one for the CacheFile, and it is simply crashing.
Just wondering if it's possible to estimate whether there will be global undo performance improvements to be expected in 2.82 and which bcon phase? Thanks!
I didn't want to submit a bug report for this, since I know this is work in progress, but it seems that the new Armature constraints don't play along well. I see it is indicated in the UI when a target ID is overriden, by a turqoise color. This doesn't seem to be the case for Armature constraint, so I guess that's meaningful to you.
Fri, Oct 4
That's a discussion better held elsewhere, this task is only about solving a specific performance issue in undo.
@Charlie Jolly (charlie) yeah, maybe but to be honest, personally I wouldn't change its default behaviour. It works as people expect. The only issue I think people have, is with the performance. That's my opinion at least.
@Nick Moutafis (sinokgr) I see your point but that might be better managed by using frames and groups
Nodes selection is very common to be stored in the undo and it is very useful in many cases, especially on huge scenes where they will be very slow to navigate and you may have had to manually select many objects and you might accidentally click somewhere that will lose your current selection.
Undo also stores unnecessary things. E.g. node selection is stored.
Thu, Oct 3
I am starting to work on this. I'll post here my progress.
Sun, Sep 29
Fri, Sep 27
Really glad you all are tackling this at a high priority. Thank you.
Thu, Sep 19
Wed, Sep 18
Tue, Sep 17
Mon, Sep 16
I had Materials checked.
Cannot reproduce here.
- What is your setting for Preferences > Editing > Objects > Duplicate Data > Material?
- Does this also happen with Factory Defaults (Duplicate Data > Material should be off then...)?
Can confirm, seems like (a variation of) T62393: Materials made from 'Make Single User' have linked animation has resurfaced...
@Bastien Montagne (mont29): mind checking on this one?
Sun, Sep 15
if we have a data collection (a mesh with a certain n number of vectors) and we move the pivot of this data, blender with the undo recalculate-read&write the displacement of all the vectors of the mesh or just the displacement of the pivot point ? ... because it is obvious that in the first case it is a problem of heaviness ...
I'll check, but that's likely a bug (like a missing relation in the library_query file or something similar).
Sep 13 2019
@Bastien Montagne (mont29): BKE_scene_copy_data just copies the list, see BLI_duplicatelist(&(sce_dst->markers), &(sce_src->markers));
Sep 12 2019
That's good to know. Thanks for the info!
@Andrew Charlton (Scaredyfish) Thanks for testing! Shape keys are planned, yes, but not for 2.81, they are likely to give some "interesting" issues. ;)
I've been testing this a bit, and it works great! I've noticed shape keys don't seem to be overridable. Is this a limitation, or just something not implemented yet?
Sep 11 2019
Sep 10 2019
Sep 9 2019
Ahh of course of course. For whatever reason I thought I had upgraded to the most recent version. I was wrong! I just upgraded to 2.8 proper and attempted the same copy/paste and had no issue with the bendy bones. The full version also seemed to make my use of the bendy bones more predictable and nice! I apologize for not simply confirming I have the latest version and thank you all very much for your support!
I can copy your armature/whole character into a new file without any issue here. You seem to be using a very old version of Blender 2.80 though, 2.80.43 is from 02/2019 or so… Indeed, please update to the stable 2.80 release at the very least, 2.80 from early 2019 is anything but stable!
Sep 7 2019
UI-wise I think it would be a good idea to show that a property is driven from a cache, in the same way that it's now shown that something is animated with an f-curve or a driver.
Sep 5 2019
Sep 4 2019
Aug 30 2019
Thanks for the tests. Step 1 by itself is not the important optimization in a file like that indeed. But it's a prerequisite for step 2, to be able to preserve most of the depsgraph.
A single undo in my scene, was at least a couple of minutes. My scene was an imported FBX data from a car manufacturer (and under NDA so I can't share I'm afraid).
Did some preliminary tests in undo-experiments branch, fairly dirty but working enough to get a first idea of PART 1 project.
Thanks for your response!