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Blender 2.6 Bug Tracker: Browse
[#31975] Mesh explode when bone is in 180º (maybe Maintain Volume modifier)
Date:
2012-06-30 13:34
Priority:
3
State:
Closed
Submitted by:
Daniel Lara (Pepeland) (
pepeland
)
Assigned to:
Nobody (None)
Category:
Animation system
Status:
Todo / Closed
Relates to:
Duplicates:
Patches:
Summary:
Mesh explode when bone is in 180º (maybe Maintain Volume modifier)
Detailed description
Open "mesh explode.blend", 4 bones and simple mesh with armature
-In frame 0 the mesh appear "explode", the "spine_root__CA.M" is rotated 180º in Y axis
-in Frame 1 the mesh appear correct, is rotated 179.841º in Y axis
the bone "eye_squas_low__BKH.L" have a Maintain Volume modifier if, you turn off it, seems everything is ok
Creers!
Daniel
Followup
Message
Date
: 2012-06-30 14:08
Sender
:
Tobias Oelgarte
I don't have this issue with r48394 on Ubuntu 10.10 32 bit. It's fine for all frames. Could we have some information about the version you use?
Date
: 2012-10-20 14:15
Sender
:
Ton Roosendaal
I am not familiar with the feature, but the issue is clearly related to some math getting wrong values. Its related to the rotation of the bones.
- if you set both bones to use quaternions, things work fine
- or if you set "Maintain Volume" constraint influence to slightly less than 100% it goes fine.
At least you can work around it now ;) but now... let's check if the coder of this option is around.
Date
: 2013-01-23 15:37
Sender
:
Thomas Dinges
Any updates here?
I can confirm that it looks odd on frame 0, but why use frame 0 anyway here? Frame 1 and above is fine.
Date
: 2013-01-26 02:34
Sender
:
Jens Ole Wund(bjornmose)
no, i did not touch any piece of the code ( and i don't want to )
since the patch early in 2012 .. was about nmesh stuff as far as i remember
Date
: 2013-01-26 02:51
Sender
:
Jens Ole Wund(bjornmose)
well..assigning a bug is one thing .. finding the one coding it, the other
well blaming coders to write code that does not fit future rules is a bit odd at least
Date
: 2013-02-16 17:28
Sender
:
Ton Roosendaal
Marked this on our Animation/rigging list as known issue, for future reference.
http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Animation#Rigging
Jens Ole: no blame game here, just tried to check if you had suggestions.
Date
: 2013-02-25 01:26
Sender
:
Jens Ole Wund(bjornmose)
That sounds much more like .. 'we need help can you look at it?'
Well .. i will have a look at it ASAP
Date
: 2013-02-26 01:10
Sender
:
Jens Ole Wund(bjornmose)
Did try on recent build (2013/02/25) on win XP (32 bit OS) 2.66 (still no revision on scons build :( )
As well as on 2.65.0 r 53189 windows (32 bit bit Os)
What i did:
Open file
Select object
/* some coders thoughts ******
.. hum .. which object to select .. there is a copy constraint .. may be a delayed copy?
After all a crude set up. Hard to find out what is intended an how the get the bug reproduced.
****/
Select spine_root__CA.M
set Y angle in Euler to 180
press alt A
everything is working fine.
So for me it is a unknown issue :)
Can you give a step by step crash/fail instruction?
Sure the user did see what he complains about.
first wild guesses
'but the issue is clearly related to some math getting wrong values'
Math is OK
'some math getting wrong values' says
but some variable is not set properly on frame 0 ( as windows has a different memory allocation thing .. thus pointing things to locations that resemble the desired layout )
may be a 64 bit pointer issue ( if it was a 64 bit system at all )
Attached Files:
Name
Date
Download
mesh explode.blend
2012-06-30 13:34
Download
Changes:
Field
Old Value
Date
By
status_id
Open
2013-02-16 17:28
ton
close_date
None
2013-02-16 17:28
ton
assigned_to
bjornmose
2013-02-16 17:28
ton
Status
Investigate
2013-02-16 17:28
ton
details
Open "mesh explode.blend", 4 bones and simple mesh with armature -In frame 0 the mesh appear "explode", the "spine_root__CA.M" is rotated 180º in Y axis -in Frame 1 the mesh appear correct, is rotated 179.841º in Y axis the bone "eye_squas_low__BKH.L" have a Maintain Volume modifier if, you turn off it, seems everything is ok Creers! Daniel
2013-01-23 15:37
dingto
Status
New
2012-10-20 14:15
ton
assigned_to
none
2012-10-20 14:15
ton
details
Open "mesh explode.blend", 4 bones and simple mesh with armature -In frame 0 the mesh appear "explode", the "spine_root__CA.M" is rotated 180º in Y axis -in Frame 1 the mesh appear correct, is rotated 179.841º in Y axis the bone "eye_squas_low__BKH.L" have a Maintain Volume modifier if, you turn off it, seems everything is ok Creers! Daniel
2012-10-20 14:15
ton
File Added
21299: mesh explode.blend
2012-06-30 13:34
pepeland