Animall keyframes lost upon renaming UV map #86750

Open
opened 2021-03-19 22:08:36 +01:00 by Georg K · 6 comments

System Information
Operating system: Linux-5.11.2-1-MANJARO-x86_64-with-glibc2.33 64 Bits
Graphics card: AMD VERDE (DRM 2.50.0, 5.11.2-1-MANJARO, LLVM 11.1.0) AMD 4.5 (Core Profile) Mesa 20.3.4

Blender Version
Broken: version: 2.92.0, branch: makepkg, commit date: 2021-02-24 16:25, hash: blender/blender@02948a2cab
Worked:

Addon Information
Name: AnimAll (0, 8, 3)
Author: Daniel Salazar zanqdo@gmail.com

Short description of error
After renaming a UV map with Animall UV keyframes, the animation is lost, but it can be restored by renaming the map back to its original name.

Exact steps for others to reproduce the error
In the default scene, create a UV keyframe for the default cube on frame 1, go to frame 2, change the UV, create another UV keyframe. Go to object data properties - UV panel and rename the UV map. Check if the animation is still there - it's not. Rename the UV map to its original name and the animation is back.

Btw: this nice addon could use better tooltips: It is not immediately clear if "Selected Only" refers to objects, points or the categories below it. From my understanding, "Selected Only" creates keyframes only for the selected points of the current object, while deactivating "Selected Only" creates keyframes for all points of the current object. But since the option is not documented and the tooltip ("selected elements") seemes ambiguous, even this tutorial got it wrong: https://youtu.be/827OKYK3s30?t=37

**System Information** Operating system: Linux-5.11.2-1-MANJARO-x86_64-with-glibc2.33 64 Bits Graphics card: AMD VERDE (DRM 2.50.0, 5.11.2-1-MANJARO, LLVM 11.1.0) AMD 4.5 (Core Profile) Mesa 20.3.4 **Blender Version** Broken: version: 2.92.0, branch: makepkg, commit date: 2021-02-24 16:25, hash: `blender/blender@02948a2cab` Worked: **Addon Information** Name: AnimAll (0, 8, 3) Author: Daniel Salazar <zanqdo@gmail.com> **Short description of error** After renaming a UV map with Animall UV keyframes, the animation is lost, but it can be restored by renaming the map back to its original name. **Exact steps for others to reproduce the error** In the default scene, create a UV keyframe for the default cube on frame 1, go to frame 2, change the UV, create another UV keyframe. Go to object data properties - UV panel and rename the UV map. Check if the animation is still there - it's not. Rename the UV map to its original name and the animation is back. Btw: this nice addon could use better tooltips: It is not immediately clear if "Selected Only" refers to objects, points or the categories below it. From my understanding, "Selected Only" creates keyframes only for the selected points of the current object, while deactivating "Selected Only" creates keyframes for all points of the current object. But since the option is not documented and the tooltip ("selected elements") seemes ambiguous, even this tutorial got it wrong: https://youtu.be/827OKYK3s30?t=37
Author

Added subscriber: @georgK

Added subscriber: @georgK
Member

Added subscriber: @OmarEmaraDev

Added subscriber: @OmarEmaraDev
Member

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
Member

This is a known limitation unfortunately. The add-on only adds F-Curves of paths like uv_layers["UVMap"].data- [x].uv, resulting in the first vertex being animated. As you can see, however, this path includes the name of the UVMap, hence the behavior you are describing. It might be worth adding a feature to help in those cases, so I will leave that to the developer to decide.

This is a known limitation unfortunately. The add-on only adds F-Curves of paths like `uv_layers["UVMap"].data- [x].uv`, resulting in the first vertex being animated. As you can see, however, this path includes the name of the UVMap, hence the behavior you are describing. It might be worth adding a feature to help in those cases, so I will leave that to the developer to decide.
Member

Added subscriber: @pioverfour

Added subscriber: @pioverfour
Member

I’ve been thinking about this, and it’s not very easy to implement because various things could go wrong and I believe it’s hard to detect which it was:

  • topology changed, so some elements got their animation from another element
  • number of elements was reduced, so some elements no longer exist at all
  • layer was renamed or deleted (vertex color, UV)
  • vertices were removed from vertex groups.

For this specific UV issue, a search and replace operator for channel names could solve the problem somewhat, but I’m not sure how to design that, nor if it should belong to AnimAll at all…

I’ll leave this open but I’m not sure I can come up with a proper workaround.

I’ve been thinking about this, and it’s not very easy to implement because various things could go wrong and I believe it’s hard to detect which it was: - topology changed, so some elements got their animation from another element - number of elements was reduced, so some elements no longer exist at all - layer was renamed or deleted (vertex color, UV) - vertices were removed from vertex groups. For this specific UV issue, a search and replace operator for channel names could solve the problem somewhat, but I’m not sure how to design that, nor if it should belong to AnimAll at all… I’ll leave this open but I’m not sure I can come up with a proper workaround.
Sign in to join this conversation.
No Milestone
No project
No Assignees
3 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender-addons#86750
No description provided.