Fri, Jul 5
committed a fix now (rB609e16339f13), thorough testing is welcome :)
Thu, Jul 4
Thx for getting back.
Seems this has the same reasons as T66080, checking... [might merge these two if same reasons apply...]
Blend file example of issue.
I think this might be the same as T66080.
@Sergey Sharybin (sergey) do you want to take a look at this?
Mon, Jul 1
This dependency cycle is reported:
Sat, Jun 29
Wed, Jun 26
Can confirm this, same is true for Color and Power.
Tue, Jun 18
Testfile [including image sequence]:
This is reproducable with any image sequence mapped to ParticleSettings influence [no update on framechange there]
Jun 13 2019
Jun 5 2019
May 29 2019
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.
May 24 2019
May 23 2019
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.