Convert Rotation Modes doesn't work correctly when converting from Euler to a different Euler mode #88640

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opened 2021-05-28 06:41:18 +02:00 by Wayne Dixon · 4 comments
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System Information
Operating system: Linux-5.11.0-7614-generic-x86_64-with-glibc2.32 64 Bits
Graphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.73.01

Blender Version
Broken: version: 3.0.0 Alpha, branch: master, commit date: 2021-05-24 03:57, hash: blender/blender@43153e2324
Worked: (newest version of Blender that worked as expected)

Short description of error
The "Pose > Convert Rotation Modes" only works correctly when converting to or from any Euler to Quaternion and vice versa.

If you try to convert from any Euler Mode straight to a different Euler Mode, it does not actually convert the animation data.

Exact steps for others to reproduce the error
Take some existing Pose Bone animation data that is in a Euler Rotation Mode.
Choose Pose > Convert Rotation Mode
And select a different Euler Rotation Mode than it currently is.
It will not respect the same orientations.

See attached video and blend file with existing animation.
bug_convert-rotation-modes.blend

bug_convert-rotation-modes.mp4

**System Information** Operating system: Linux-5.11.0-7614-generic-x86_64-with-glibc2.32 64 Bits Graphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.73.01 **Blender Version** Broken: version: 3.0.0 Alpha, branch: master, commit date: 2021-05-24 03:57, hash: `blender/blender@43153e2324` Worked: (newest version of Blender that worked as expected) **Short description of error** The "Pose > Convert Rotation Modes" only works correctly when converting to or from any Euler to Quaternion and vice versa. If you try to convert from any Euler Mode straight to a different Euler Mode, it does not actually convert the animation data. **Exact steps for others to reproduce the error** Take some existing Pose Bone animation data that is in a Euler Rotation Mode. Choose Pose > Convert Rotation Mode And select a different Euler Rotation Mode than it currently is. It will not respect the same orientations. See attached video and blend file with existing animation. [bug_convert-rotation-modes.blend](https://archive.blender.org/developer/F10146032/bug_convert-rotation-modes.blend) [bug_convert-rotation-modes.mp4](https://archive.blender.org/developer/F10146029/bug_convert-rotation-modes.mp4)
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Added subscriber: @WayneDixon

Added subscriber: @WayneDixon
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Added subscriber: @OmarEmaraDev

Added subscriber: @OmarEmaraDev
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Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
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I can replicate that. It should be noted that this is an operator from the Rigify add-on not from Blender. It also seems the code explicitly ignores inter-euler conversion and only allows quaternion to euler conversion.

if order != 'QUATERNION':
    if fcurve.data_path.endswith('rotation_quaternion'):
        to_euler = True

So it seems to be a limitation and not a bug, so tagging the appropriate modules to take a look.

I can replicate that. It should be noted that this is an operator from the Rigify add-on not from Blender. It also seems the code explicitly ignores inter-euler conversion and only allows quaternion to euler conversion. ``` if order != 'QUATERNION': if fcurve.data_path.endswith('rotation_quaternion'): to_euler = True ``` So it seems to be a limitation and not a bug, so tagging the appropriate modules to take a look.
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Reference: blender/blender-addons#88640
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