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Mon, Jan 14
i've just found this problem - keyframing renderability for a Plane object and a Point Lamp are not working in an animation file that worked at 2.79
The animator doesn't need to see the whole path all the time, its like onion skin, so this could be solved by limiting the number of frames evaluated, adding a start_clip and end_clip, maybe even with a pretty fading gradient.
The drawing is the easy part, it's efficiently evaluating the pose at many frames that is complicated.
Honestly, I use more in 2d animations, it's not an essential tool for me, but it helps in a few moments. Really, ghosts based on geometry would be interesting! I adapted using custom shapes to help in the silhouette, because my focus is to use sprites in the bones on Unity3D. Another thing, I think it would be interesting to have an option to recursively show the ghost bones, for example: with the "Selected Only" and "Recursive" options activated, selecting only the shoulder bone, you would see the ghost silhouette of the whole arm. But I understand if this tool needs to be removed. Thank you!
No one seems to be using the ghosting currently, or really considered it. Performance is really poor and it doesn't work correctly with the depsgraph, so difficult to judge.
Still don't work with today build (downloaded from blender.org / beta section / windows 64).
The plan here was initially that we'd move all the ghosting settings out of armature into the bAnimViz ones, so that, like Motion Paths, we could have the same set of functionality available for both Objects and Armatures/Bones. That is why they were marked as deprecated. (Unfortunately, within about a month of doing that, "Life" (TM) happened and I didn't get around to putting in place the necessary changes then)
I'm not sure it's really deprecated, since those are comments from 10 years ago. @Joshua Leung (aligorith) would know what the status is here I think. Maybe ghost drawing needs to be restored in 2.8, and the comments updated?
@Brecht Van Lommel (brecht), actually, in Blender 2.79b, ghost_step is still doing something...
@Jacques Lucke (JacquesLucke), indeed, ghost_step should be removed since it has done nothing for many years. I guess this comment was added during 2.5 development with the intent of updating/replacing it, but that never happened.
Looking at the code it seems like this property is deprecated since 6 years at least.
@Brecht Van Lommel (brecht), do you know why e.g. the ghost_step property still exists even though the comments say it is deprecated for such a long time already?
Of course! But I did in linux, where I am there is no Windows.
Ah I see, maybe there was a bug in 2.79b as well then. Could you prepare a simple .blend file that shows the issue? Just to make it easier to reproduce the issue for others.
Hi! To me both modes are with bugs. I said in 2 bones or more because I tested it in Blender 2.79b and with only one bone it did not show the ghost.
To me it looks like this Ghost feature is not working at all currently? Is there any reason why you need "2 or more bones" to reproduce this bug?
Do the other Ghost modes ("In Range" and "On Keyframes") work for you?
Wed, Jan 9
Really hoping this is fixed soon. It feels like a basic feature for all animators.
Sat, Jan 5
Indeed, it did the trick!
That’s not a bug, your first (custom) shortcut has 'default' value for extend parameter (option is greyed out), just click twice on it to explicitly disable extend on that one, and you'll have it working.
Fri, Jan 4
Thu, Jan 3
I am not really willing to look into particle issues which never worked, i can only look into making particles to work within new dependency graph.
Wed, Jan 2
@Sergey Sharybin (sergey): just letting you know this gets reported quite often...
T56635 is related
Sat, Dec 29
Fri, Dec 28
Please follow our submission template and guidelines and make a complete, valid bug report, with required info, precise description of the issue, precise steps to reproduce it, small and simple .blend and/or other files to do so if needed, etc.
Havent looked at the code (yet), also cannot find a duplicate atm.
Can confirm (think this has been reported before, will try to find it)
Thu, Dec 27
i found out that i still had the vertex group filtering on (but hidden since last blendfile closure), so only groups with f were shown. I'm very sorry for having stolen your time. I deleted all groups, the armature modifier and the parenting, and then re-parented with automatic weights, and apart from a not so great binding of the head and some of the eyes, the mesh now behaves more or less as expected. Only minor weight painting is now to be done. Many thanks for the push in the right direction, and thanks also in general for helping making Blender so awesome!
Oh, my bad then. I just removed all the vertex groups and the mesh still moved when I posed the bones, so I assumed it was envelopes.
Great news. Thanks for that. I disabled "only origins". But when i tried to fix the double assignment of bone movement, i didn't find a envelope/weight switch but the one in the armature modifier of the mesh
- You had "only origins" selected for pivot point. That is why the plane does not scale or rotate.
- It seems like you are using vertex groups AND bone envelopes to deform the body. So the transformations gets applied twice.
- The view does show the active collection selected in the outliner, not the collection the object belongs to.