Update animation_animall to Blender 2.8 #68332

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opened 4 years ago by pioverfour · 25 comments
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Hi, I updated animation_animall to Blender 2.8. The patch should be applied to addons_contrib. It includes D3162, for which I never assigned any reviewers :/

animall1.patch (edit, this has been applied)

I copy below what I said on that differential:

  • This patch allows keying only selected points for meshes, curves and lattices.
  • Fix keying POLY splines
  • Add fcurves to groups by element (Vertex, Edge, etc.), to keep the dope sheet and graph editor less cluttered
    • This does not currently work for curves: the fcurves are unassigned on switching modes. Presumably due to a bug in Blender, since it works for meshes.

Note that the bug for curves is still there.

The patch also includes some new cleanups like variable names’ case and grouping of properties to avoid cluttering window_manager.

Right now, it is still in addons_contrib but I believe it is ready for review, to be included in addons. As per #63750, it may need discussion.

(Here’s the python file, in case it’s more convenient…)

animation_animall.py (edit, this has been applied)

EDIT: Update files with an overlooked bugfix…

Hi, I updated animation_animall to Blender 2.8. The patch should be applied to addons_contrib. It includes [D3162](https://archive.blender.org/developer/D3162), for which I never assigned any reviewers :/ [animall1.patch](https://archive.blender.org/developer/F7652727/animall1.patch) *(edit, this has been applied)* I copy below what I said on that differential: > - This patch allows keying only selected points for meshes, curves and lattices. > - Fix keying POLY splines > - Add fcurves to groups by element (Vertex, Edge, etc.), to keep the dope sheet and graph editor less cluttered > - This does not currently work for curves: the fcurves are unassigned on switching modes. Presumably due to a bug in Blender, since it works for meshes. Note that the bug for curves is still there. The patch also includes some new cleanups like variable names’ case and grouping of properties to avoid cluttering `window_manager`. Right now, it is still in addons_contrib but I believe it is ready for review, to be included in addons. As per #63750, it may need discussion. (Here’s the python file, in case it’s more convenient…) [animation_animall.py](https://archive.blender.org/developer/F7652728/animation_animall.py) *(edit, this has been applied)* EDIT: Update files with an overlooked bugfix…
BrendonMurphy was assigned by pioverfour 4 years ago
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Added subscriber: @pioverfour

Added subscriber: @pioverfour
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Thanks for the update, this addon has been requested many times. I will look in the next couple of days

Thanks for the update, this addon has been requested many times. I will look in the next couple of days
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tested and committed update to contrib.
@pioverfour are you interested in maintaining this addon?

tested and committed update to contrib. @pioverfour are you interested in maintaining this addon?
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@BrendonMurphy Thank you!
Sure, I should be able to maintain it. I don’t have commit access, though, I will have to read up on that.

Also, as you said, the add-on was much requested. What should be done to include it again in addons?

@BrendonMurphy Thank you! Sure, I should be able to maintain it. I don’t have commit access, though, I will have to read up on that. Also, as you said, the add-on was much requested. What should be done to include it again in *addons*?
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hi, @pioverfour I'm raising Priority, It would be a great return to 2.8.1 I think. Can you please check with nightly builds to make sure code is working correctly, I don't see any issue, but it's worth regular checking.
Have you looked at https:*wiki.blender.org/wiki/Tools/Git and https:*wiki.blender.org/wiki/Developer_Intro/Overview ? Are you prepared to maintain the addon within Blender through the 2.8 series? Let me know so we can look at your access to the addons repository.

This is a template I made for asking for access to release, just use it as a guide.
hi, if you can join this mailing list: bf-committers@blender.org and mail:
Subject:

Re: Commit Access to Addons Repository: ATT: @ideasman42

Content:

Hi my name is: "your name"
My user name on developer.blender.org is: "your user name here"
I would like commit access to the addons repository.
I am the maintainer of/my addon is:
New to Blender and it's task is here: "inset addon name and task name".
or I'm the Author of an addon in Blender and I wish to update the addon: "inset addon name and task name if applicable".
or I'm a new maintainer of an addon in Blender and I wish to update the addon/s "inset addon/s name/s and task name/s if applicable".

I'm familiar with git usage and my repo is here: "your git hub" *not needed but why not if you have one. It's important to know git usage before committing to the Blender addons repo.

It's also useful to join this mailing list: bf-extensions-cvs@blender.org as this list mails out the commits.
https://wiki.blender.org/wiki/Developer_Intro/Overview is a good read.
https:*blender.chat/channel/python and https:*blender.chat/channel/blender-coders provide a good place to discuss your addon or issues if needed. It's good also to drop in and say hi and meet other developers and provides a good communication platform.
Final note: Addons in the Blender repository are updated by addons devs and Blender core devs help with api updates/fixes. As there's multiple people committing it's important to make sure your local folders are updated to current before committing your self.

Initially I'll commit to back release as I add several "mentions" to related tasks for tracking. After that it will be all yours. I have spoken to the original author several times and it's up for grabs. The main criteria for the return to release is "Active Maintainer".
Any issues please let us know.
Thanks for your interest and support.

hi, @pioverfour I'm raising Priority, It would be a great return to 2.8.1 I think. Can you please check with nightly builds to make sure code is working correctly, I don't see any issue, but it's worth regular checking. Have you looked at https:*wiki.blender.org/wiki/Tools/Git and https:*wiki.blender.org/wiki/Developer_Intro/Overview ? Are you prepared to maintain the addon within Blender through the 2.8 series? Let me know so we can look at your access to the addons repository. This is a template I made for asking for access to release, just use it as a guide. hi, if you can join this mailing list: bf-committers@blender.org and mail: Subject: > Re: Commit Access to Addons Repository: ATT: @ideasman42 Content: > Hi my name is: "your name" > My user name on developer.blender.org is: "your user name here" > I would like commit access to the addons repository. > I am the maintainer of/my addon is: > New to Blender and it's task is here: "inset addon name and task name". > or I'm the Author of an addon in Blender and I wish to update the addon: "inset addon name and task name if applicable". > or I'm a new maintainer of an addon in Blender and I wish to update the addon/s "inset addon/s name/s and task name/s if applicable". > I'm familiar with git usage and my repo is here: "your git hub" *not needed but why not if you have one. It's important to know git usage before committing to the Blender addons repo. It's also useful to join this mailing list: bf-extensions-cvs@blender.org as this list mails out the commits. https://wiki.blender.org/wiki/Developer_Intro/Overview is a good read. https:*blender.chat/channel/python and https:*blender.chat/channel/blender-coders provide a good place to discuss your addon or issues if needed. It's good also to drop in and say hi and meet other developers and provides a good communication platform. Final note: Addons in the Blender repository are updated by addons devs and Blender core devs help with api updates/fixes. As there's multiple people committing it's important to make sure your local folders are updated to current before committing your self. Initially I'll commit to back release as I add several "mentions" to related tasks for tracking. After that it will be all yours. I have spoken to the original author several times and it's up for grabs. The main criteria for the return to release is "Active Maintainer". Any issues please let us know. Thanks for your interest and support.
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Hi, thank you very much for the detailed answer.
I have looked already at the documentation pages you linked to, subscribed to the mailing lists, and am ready to maintain the add-on. I’m familiar enough with git not to mess it up too bad!

I sent a commit access request to the mailing list.

Hi, thank you very much for the detailed answer. I have looked already at the documentation pages you linked to, subscribed to the mailing lists, and am ready to maintain the add-on. I’m familiar enough with git not to mess it up too bad! I sent a commit access request to the mailing list.

Added subscriber: @RomboutVersluijs

Added subscriber: @RomboutVersluijs

I was pointed out here by this thread on BlenderArtist. I did a quick update last night and noticed that the UV animation part isnt working properly like in bl 2.79

When you try to use as in the old version, so simple unwrap and add uv texture. Than you can use the addon the key the uv map position. However when you scrub in the timeline i see the data change. Last night i tried a couple methods and then noticed that when using the "Points" option without actually manipulating points it would show the animation. Hover this also only works when you add the points while in Object mode. Then you can delete the keys for "Points" and it will still work.

This update version shows the exact same issue as the version i updated last night.
Im using 2.80 (sub 75), f6cb5f54494e, 2019-07-29 14:47 and here is my updated version.

Ive also added a test file. left is the setup with "points" added, right is only using UVs.

animation_animall.py

AnimAll_test-01.blend

I was pointed out here by [this thread ](https://blenderartists.org/t/animall-add-on-for-blender-2-8/1145601/13) on BlenderArtist. I did a quick update last night and noticed that the UV animation part isnt working properly like in bl 2.79 When you try to use as in the old version, so simple unwrap and add uv texture. Than you can use the addon the key the uv map position. However when you scrub in the timeline i see the data change. Last night i tried a couple methods and then noticed that when using the "Points" option without actually manipulating points it would show the animation. Hover this also only works when you add the points while in Object mode. Then you can delete the keys for "Points" and it will still work. This update version shows the exact same issue as the version i updated last night. Im using 2.80 (sub 75), f6cb5f54494e, 2019-07-29 14:47 and here is my updated version. Ive also added a test file. left is the setup with "points" added, right is only using UVs. [animation_animall.py](https://archive.blender.org/developer/F7664907/animation_animall.py) [AnimAll_test-01.blend](https://archive.blender.org/developer/F7664905/AnimAll_test-01.blend)

PS this updated version is changed quite heavily how it adds keys. Should it first check which of the boolean is checked and then do the looping of all parts?
It seem this version will loop over the mesh even if everything is unchecked.

Old version

if context.window_manager.key_points:
                for Vert in Data.vertices:
                    insert_key(Vert, 'co')

Updated version

for v_i, vert in enumerate(data.vertices):
                if not animall_properties.key_selected or vert.select:
                    if animall_properties.key_points:
                        insert_key(vert, 'co', group="vertex %s" % v_i)
PS this updated version is changed quite heavily how it adds keys. Should it first check which of the boolean is checked and then do the looping of all parts? It seem this version will loop over the mesh even if everything is unchecked. Old version ``` if context.window_manager.key_points: for Vert in Data.vertices: insert_key(Vert, 'co') ``` Updated version ``` for v_i, vert in enumerate(data.vertices): if not animall_properties.key_selected or vert.select: if animall_properties.key_points: insert_key(vert, 'co', group="vertex %s" % v_i) ```
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@RomboutVersluijs Hi, thanks for the report. Indeed, there seems to be a refresh problem with UVs. It also seems to happen with mesh vertex groups, vertex colors, and lattices’ point locations, only I couldn’t apply your workaround for the latter.

My guess is that these bugs are related to the depsgraph, and perhaps they weren’t noticed before due to this add-on being unavailable, and setting keyframes without it being only possible via scripting, as far as I know.

As to the suggestion not to loop over the elements when no checkbox is selected, I had made this modification in order to avoid looping several times over elements. Actually the speedup wouldn’t be much, since looping over them is faster than inserting keyframes anyway. It’s also a bit more legible so I will revert this. Thanks.


Two other bugfixes in the attached file:

  • Fix keyframe insertion for Curves and Surfaces
  • Fix mode switching (for Vertex Paint Mode)
    animation_animall.py
@RomboutVersluijs Hi, thanks for the report. Indeed, there seems to be a refresh problem with UVs. It also seems to happen with mesh vertex groups, vertex colors, and lattices’ point locations, only I couldn’t apply your workaround for the latter. My guess is that these bugs are related to the depsgraph, and perhaps they weren’t noticed before due to this add-on being unavailable, and setting keyframes without it being only possible via scripting, as far as I know. As to the suggestion not to loop over the elements when no checkbox is selected, I had made this modification in order to avoid looping several times over elements. Actually the speedup wouldn’t be much, since looping over them is faster than inserting keyframes anyway. It’s also a bit more legible so I will revert this. Thanks. ------ Two other bugfixes in the attached file: * Fix keyframe insertion for Curves and Surfaces * Fix mode switching (for Vertex Paint Mode) [animation_animall.py](https://archive.blender.org/developer/F7665119/animation_animall.py)

My workaround is, add keyframe UV and Points in object mode. Then it worked for me.

My workaround is, add keyframe UV and Points in object mode. Then it worked for me.
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In #68332#753819, @RomboutVersluijs wrote:
My workaround is, add keyframe UV and Points in object mode. Then it worked for me.

Yes, but it doesn’t apply for lattices, since they only have point locations, and no UVs.

> In #68332#753819, @RomboutVersluijs wrote: > My workaround is, add keyframe UV and Points in object mode. Then it worked for me. Yes, but it doesn’t apply for lattices, since they only have point locations, and no UVs.
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hi, Welcome to Blender addons development team. I see your already comfortable with git and have made some commits to contrib.
Next process is to return the addon back to release addons. We need to do some task tags here to track the addons and related tasks.
1st Commit will be to remove the addon from contrib. The commit message should be as follows:
animation_animall: remove from contrib: #68332 #63750 e6a1dfbe53
2nd Commit will be to return the addon to release. The commit message should be as follows:
animation_animall: return to release: #68332 #63750 e6a1dfbe53
Thanks. any problems let me know.

hi, Welcome to Blender addons development team. I see your already comfortable with git and have made some commits to contrib. Next process is to return the addon back to release addons. We need to do some task tags here to track the addons and related tasks. 1st Commit will be to remove the addon from contrib. The commit message should be as follows: animation_animall: remove from contrib: #68332 #63750 e6a1dfbe53be 2nd Commit will be to return the addon to release. The commit message should be as follows: animation_animall: return to release: #68332 #63750 e6a1dfbe53be Thanks. any problems let me know.

I'm not sure how it went from broken and issue with updates to a fixed version. Weren't there issues with the depsgraph?

I'm not sure how it went from broken and issue with updates to a fixed version. Weren't there issues with the depsgraph?
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Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
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@BrendonMurphy Thank you for the welcome, the process has been very pleasant so far. Pushing my commits was easier than I expected!
I have pushed two commits to add-ons and contrib as instructed: 610fb38cc2 and blender/blender-addons-contrib@8b5ea4d118.


@RomboutVersluijs You are right, there is an issue with the depsgraph. But it lies with Blender and there isn’t much that can be done on the add-on side. @lichtwerk is investigating it at blender/blender#68666 and assigned a high priority to the issue.

@BrendonMurphy Thank you for the welcome, the process has been very pleasant so far. Pushing my commits was easier than I expected! I have pushed two commits to add-ons and contrib as instructed: 610fb38cc2 and blender/blender-addons-contrib@8b5ea4d118. ----- @RomboutVersluijs You are right, there is an issue with the depsgraph. But it lies with Blender and there isn’t much that can be done on the add-on side. @lichtwerk is investigating it at blender/blender#68666 and assigned a high priority to the issue.
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I implemented multi-object editing in fe627477c2, but this makes the logic twisted, since there are several behaviours in keyframe insertion, depending on type and whether the key is inserted on data or shape key. I will explain the current logic below:

  • for Meshes, insertion must happen in Object Mode, otherwise the data is not updated;
  • for Curves and Surfaces, insertion must happen in Edit Mode, otherwise the points snap back to keyed position,
    • except for shape keys, which must happen in Object Mode, otherwise the data is not updated;
  • for Lattices, insertion must happen in Edit Mode, otherwise all points are deselected and insertion doesn’t work any more for Selected Only
    • but then the data is not updated and the keyframe has to be inserted twice (sometimes?)

Hence, there are bound to be bugs for some edge cases, e.g. selecting objects of different types and inserting keyframes in Object Mode…

I implemented multi-object editing in fe627477c2, but this makes the logic twisted, since there are several behaviours in keyframe insertion, depending on type and whether the key is inserted on data or shape key. I will explain the current logic below: - for Meshes, insertion must happen in Object Mode, otherwise the data is not updated; - for Curves and Surfaces, insertion must happen in Edit Mode, otherwise the points snap back to keyed position, - except for shape keys, which must happen in Object Mode, otherwise the data is not updated; - for Lattices, insertion must happen in Edit Mode, otherwise all points are deselected and insertion doesn’t work any more for Selected Only - but then the data is not updated and the keyframe has to be inserted twice (sometimes?) Hence, there are bound to be bugs for some edge cases, e.g. selecting objects of different types and inserting keyframes in Object Mode…

Added subscriber: @LesMatheson

Added subscriber: @LesMatheson
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lowering priority, @pioverfour I'll leave open for another week, I think after then we can handle any other issues in bug reports.
Minor commits and fixes are ok without referencing a task, we can create a new task if needed for any major commits that may require any decisions or extra work

lowering priority, @pioverfour I'll leave open for another week, I think after then we can handle any other issues in bug reports. Minor commits and fixes are ok without referencing a task, we can create a new task if needed for any major commits that may require any decisions or extra work
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All right, thanks!

All right, thanks!
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Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
BrendonMurphy closed this issue 3 years ago
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Closing as resolved. @pioverfour Thanks for your attention to this addon. You have done a great job. No real need to keep this open. Keep up the great work!

Closing as resolved. @pioverfour Thanks for your attention to this addon. You have done a great job. No real need to keep this open. Keep up the great work!

Guys, i found another issue perhaps. This addon is call counter. It can add a couple methods to show a counter in in render frame. In the viewport and on single renders it works just fine. But when rendering an animation the property doesnt update?

This is the addon
https://blenderartists.org/t/a-text-counter-plugin/601171/21?u=rombout

This file doesnt render properly when rendering animation
textcounter-bug.blend

Guys, i found another issue perhaps. This addon is call counter. It can add a couple methods to show a counter in in render frame. In the viewport and on single renders it works just fine. But when rendering an animation the property doesnt update? This is the addon https://blenderartists.org/t/a-text-counter-plugin/601171/21?u=rombout This file doesnt render properly when rendering animation [textcounter-bug.blend](https://archive.blender.org/developer/F7863906/textcounter-bug.blend)
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Hi @RomboutVersluijs,
thanks for the report but this is completely unrelated to Animall, especially to the Blender 2.80 update. Please open a new bug report.

I can confirm this bug though, and it does seem related to the dependency graph. Here is a simplified blend file showing the error. It doesn’t need the Text Counter add-on. The frame_change_post handler doesn’t update text data on animation render. Other handlers don’t seem to either.

textcounter-bug-MWE.blend

Hi @RomboutVersluijs, thanks for the report but this is completely unrelated to Animall, especially to the Blender 2.80 update. Please open a new bug report. I can confirm this bug though, and it does seem related to the dependency graph. Here is a simplified blend file showing the error. It doesn’t need the Text Counter add-on. The `frame_change_post` handler doesn’t update text data on animation render. Other handlers don’t seem to either. [textcounter-bug-MWE.blend](https://archive.blender.org/developer/F7864943/textcounter-bug-MWE.blend)

Thanks @pioverfour for pointing in the correct direction. Ill make a bug post for this.

Thanks @pioverfour for pointing in the correct direction. Ill make a bug post for this.
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