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Blender 2.6 Bug Tracker: Browse
[#25934] "Apply Visual Transform as Pose" not working?
Date:
2011-02-04 09:43
Priority:
3
State:
Closed
Submitted by:
Tobias Oelgarte (
niabot
)
Assigned to:
Joshua Leung (aligorith)
Category:
Animation system
Status:
Fixed / Closed
Relates to:
Duplicates:
Patches:
Summary:
"Apply Visual Transform as Pose" not working?
Detailed description
Don't know if it is broken or known to be broken. I read that it was broken, fixed, broken again, etc. Currently it seams to do nothing. As i would guess from the name, it ought to be used to copy the current pose to the bones pose, when the bone is under influence of constraints.
For example if you have a a simple leg (tigh and shin) you might have added an IK-Constraint to the shin-bone. If you move the target (something else) the bones will rotate to match the target. The new rotation is not visible to the user (bones still show 0,0,0 for rotation in posespace). Now if you want to keep the postion but blend to FK (reducing the IK-Constraint influence to 0) you would need to apply the visual transform to the pose. So that FK matches IK. I guess that is it this function should be for.
Is it broken?
Followup
Message
Date
: 2011-02-04 14:10
Sender
:
Ton Roosendaal
It should work just fine, but you have to be aware of potential issues with constraints working on top of inserted keys.
You really have to provide us an example to check, the simplest and clearest .blend file possible.
I'm also curious: we tried to add good & friendly guidelines for bug reporting, but still most people don't read it. :)
http://projects.blender.org/tracker/?func=add&group_id=9&atid=498
Is that text too long, not readable? Any suggestion for how to improve?
Date
: 2011-02-04 14:30
Sender
:
Tobias Oelgarte
OK. I guess it's my bad for asuming to much and not explaining it right.
I appended a very simple example. The ik-chain follows the target "ik-target". I setup a short animation for the target from frame 1 to 50. At frame 50 both bones (shin and tigh) have an rotation (not visible trough properties and should be that way). Now the target rests at the endlocation. From frame 50 to 100 i reduce the influence of the ik-constraint from 1.0 to 0.0. Now the bones are at the original location.
To avoid the bones going back to the original location i would insert the current rotation from frame 50 inside the bones, To do that i would go to frame 50, select the bones "tigh" and "shin" and use "apply visual transformation to pose". But it does nothing. It does not store the current "visual" rotation/location/scale inside the bones. If it would, then the leg would still facing forward, not moving for frame 50 to 100.
Date
: 2011-02-04 14:31
Sender
:
Tobias Oelgarte
Must be my browser... same bug as before. (no attachement) Here it is, hopefully
Date
: 2011-02-05 18:52
Sender
:
Ton Roosendaal
Thanks for the example, and I agree with your observation. Even worse, in 2.49 it behaves similar!
Need to ask advice from the developer what this exactly means... or maybe for IK it fails?
Date
: 2011-02-05 20:15
Sender
:
Tobias Oelgarte
As far as i can see, it only fails for IK. Other constraint examples worked as expected (didn't test everything). But i would not know how to perfectly blend between FK and IK, if this works not for IK constraints.
Date
: 2011-02-07 11:54
Sender
:
Joshua Leung
Fixed in svn.
I've simplified the method used, so hopefully it will play nice with IK constraints now (it did in your test file after the change here). It seems to work fine with Copy Rotation constraints too, though I did get some weirdness at first which never showed up again.
Attached Files:
Name
Date
Download
visual-transform.blend
2011-02-04 14:31
Download
Changes:
Field
Old Value
Date
By
status_id
Open
2011-02-07 11:54
aligorith
close_date
None
2011-02-07 11:54
aligorith
Status
Investigate
2011-02-07 11:54
aligorith
assigned_to
none
2011-02-05 18:52
ton
Category
None
2011-02-05 18:52
ton
Status
New
2011-02-05 18:52
ton
File Added
14877: visual-transform.blend
2011-02-04 14:31
niabot