IK constraints that are disabled or have influence set to zero, result in jerky movement of the bones until the IK constraint or target are deleted. #100594

Closed
opened 2022-08-23 22:00:28 +02:00 by michael campbell · 22 comments

System Information
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96

Blender Version
Broken: version: 3.2.2 to 3.4 alpha, branch: master, commit date: 2022-08-02 18:15, hash: bcfdb14560
Worked: not sure.

Please note there are no dependancy issues as all constraints are turned off. I've also updated the blend file so that there are no dependency issues even when the constraints are turned on.
boney bug.blend
blender_debug_output.txt

2022-08-23 20-55-41.mp4

**System Information** Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96 **Blender Version** Broken: version: 3.2.2 to 3.4 alpha, branch: master, commit date: 2022-08-02 18:15, hash: `bcfdb14560` Worked: not sure. Please note there are no dependancy issues as all constraints are turned off. I've also updated the blend file so that there are no dependency issues even when the constraints are turned on. [boney bug.blend](https://archive.blender.org/developer/F13414235/boney_bug.blend) [blender_debug_output.txt](https://archive.blender.org/developer/F13414089/blender_debug_output.txt) [2022-08-23 20-55-41.mp4](https://archive.blender.org/developer/F13414074/2022-08-23_20-55-41.mp4)

Added subscriber: @3di

Added subscriber: @3di

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Changed status from 'Needs Triage' to: 'Archived'

Changed status from 'Needs Triage' to: 'Archived'

The attached file has dependency cycles:

Read blend: C:\Users\GERMANO\Downloads\boney bug.blend
Dependency cycle detected:
  OBArmature/Bone/POSE_IK_SOLVER() depends on
  OBArmature/Bone.001/BONE_READY() via 'IK Solver Owner'
  OBArmature/Bone.001/BONE_CONSTRAINTS() via 'Constraints -> Ready'
  OBhinge 2.002/Transform Component/TRANSFORM_FINAL() via 'Copy Location'
  OBhinge 2.002/Transform Component/TRANSFORM_SIMULATION_INIT() via 'Simulation -> Final Transform'
  OBhinge 2.002/Transform Component/TRANSFORM_EVAL() via 'Transform Eval -> Simulation Init'
  OBhinge 2.002/Transform Component/TRANSFORM_PARENT() via 'Eval'
  OBhinge 2.002/Transform Component/TRANSFORM_LOCAL() via 'ObLocal -> ObParent'
  OBhinge 2.002/Transform Component/TRANSFORM_INIT() via 'Transform Init'
  OBArmature/Bone.001/BONE_DONE() via 'Bone Parent'
  OBArmature/Bone/POSE_IK_SOLVER() via 'IK Solver Result'
Dependency cycle detected:
  OBArmature/Bone.001/BONE_DONE() depends on
  OBArmature/Bone.001/BONE_READY() via 'Ready -> Done'
  OBArmature/Bone.001/BONE_CONSTRAINTS() via 'Constraints -> Ready'
  OBhinge 2.002/Transform Component/TRANSFORM_FINAL() via 'Copy Location'
  OBhinge 2.002/Transform Component/TRANSFORM_SIMULATION_INIT() via 'Simulation -> Final Transform'
  OBhinge 2.002/Transform Component/TRANSFORM_EVAL() via 'Transform Eval -> Simulation Init'
  OBhinge 2.002/Transform Component/TRANSFORM_PARENT() via 'Eval'
  OBhinge 2.002/Transform Component/TRANSFORM_LOCAL() via 'ObLocal -> ObParent'
  OBhinge 2.002/Transform Component/TRANSFORM_INIT() via 'Transform Init'
  OBArmature/Bone.001/BONE_DONE() via 'Bone Parent'
Dependency cycle detected:
  OBArmature/Bone.002/BONE_CONSTRAINTS() depends on
  OBhinge 2.003/Transform Component/TRANSFORM_FINAL() via 'Copy Location'
  OBhinge 2.003/Transform Component/TRANSFORM_SIMULATION_INIT() via 'Simulation -> Final Transform'
  OBhinge 2.003/Transform Component/TRANSFORM_EVAL() via 'Transform Eval -> Simulation Init'
  OBhinge 2.003/Transform Component/TRANSFORM_PARENT() via 'Eval'
  OBhinge 2.003/Transform Component/TRANSFORM_LOCAL() via 'ObLocal -> ObParent'
  OBhinge 2.003/Transform Component/TRANSFORM_INIT() via 'Transform Init'
  OBArmature/Bone.002/BONE_DONE() via 'Bone Parent'
  OBArmature/Bone.002/BONE_READY() via 'Ready -> Done'
  OBArmature/Bone.002/BONE_CONSTRAINTS() via 'Constraints -> Ready'
Dependency cycle detected:
  OBArmature/Bone.002/BONE_CONSTRAINTS() depends on
  OBhinge 2.003/Transform Component/TRANSFORM_FINAL() via 'Copy Location'
  OBhinge 2.003/Transform Component/TRANSFORM_SIMULATION_INIT() via 'Simulation -> Final Transform'
  OBhinge 2.003/Transform Component/TRANSFORM_EVAL() via 'Transform Eval -> Simulation Init'
  OBhinge 2.003/Transform Component/TRANSFORM_PARENT() via 'Eval'
  OBhinge 2.003/Transform Component/TRANSFORM_LOCAL() via 'ObLocal -> ObParent'
  OBhinge 2.003/Transform Component/TRANSFORM_INIT() via 'Transform Init'
  OBArmature/Bone.002/BONE_DONE() via 'Bone Parent'
  OBArmature/Bone.002/BONE_READY() via 'Ready -> Done'
  OBArmature/Bone.002/BONE_CONSTRAINTS() via 'Constraints -> Ready'
Dependency cycle detected:
  OBArmature/Bone.002/BONE_CONSTRAINTS() depends on
  OBhinge 2.003/Transform Component/TRANSFORM_FINAL() via 'Copy Rotation'
  OBhinge 2.003/Transform Component/TRANSFORM_SIMULATION_INIT() via 'Simulation -> Final Transform'
  OBhinge 2.003/Transform Component/TRANSFORM_EVAL() via 'Transform Eval -> Simulation Init'
  OBhinge 2.003/Transform Component/TRANSFORM_PARENT() via 'Eval'
  OBhinge 2.003/Transform Component/TRANSFORM_LOCAL() via 'ObLocal -> ObParent'
  OBhinge 2.003/Transform Component/TRANSFORM_INIT() via 'Transform Init'
  OBArmature/Bone.002/BONE_DONE() via 'Bone Parent'
  OBArmature/Bone.002/BONE_READY() via 'Ready -> Done'
  OBArmature/Bone.002/BONE_CONSTRAINTS() via 'Constraints -> Ready'
Dependency cycle detected:
  OBArmature/Bone.002/BONE_CONSTRAINTS() depends on
  OBhinge 2.003/Transform Component/TRANSFORM_FINAL() via 'Copy Rotation'
  OBhinge 2.003/Transform Component/TRANSFORM_SIMULATION_INIT() via 'Simulation -> Final Transform'
  OBhinge 2.003/Transform Component/TRANSFORM_EVAL() via 'Transform Eval -> Simulation Init'
  OBhinge 2.003/Transform Component/TRANSFORM_PARENT() via 'Eval'
  OBhinge 2.003/Transform Component/TRANSFORM_LOCAL() via 'ObLocal -> ObParent'
  OBhinge 2.003/Transform Component/TRANSFORM_INIT() via 'Transform Init'
  OBArmature/Bone.002/BONE_DONE() via 'Bone Parent'
  OBArmature/Bone.002/BONE_READY() via 'Ready -> Done'
  OBArmature/Bone.002/BONE_CONSTRAINTS() via 'Constraints -> Ready'
Dependency cycle detected:
  OBArmature/Bone.002/BONE_CONSTRAINTS() depends on
  OBhinge 2.003/Transform Component/TRANSFORM_FINAL() via 'Copy Rotation'
  OBhinge 2.003/Transform Component/TRANSFORM_SIMULATION_INIT() via 'Simulation -> Final Transform'
  OBhinge 2.003/Transform Component/TRANSFORM_EVAL() via 'Transform Eval -> Simulation Init'
  OBhinge 2.003/Transform Component/TRANSFORM_PARENT() via 'Eval'
  OBhinge 2.003/Transform Component/TRANSFORM_LOCAL() via 'ObLocal -> ObParent'
  OBhinge 2.003/Transform Component/TRANSFORM_INIT() via 'Transform Init'
  OBArmature/Bone.002/BONE_DONE() via 'Bone Parent'
  OBArmature/Bone.002/BONE_READY() via 'Ready -> Done'
  OBArmature/Bone.002/BONE_CONSTRAINTS() via 'Constraints -> Ready'
Dependency cycle detected:
  OBArmature/Bone.002/BONE_CONSTRAINTS() depends on
  OBhinge 2.003/Transform Component/TRANSFORM_FINAL() via 'Copy Rotation'
  OBhinge 2.003/Transform Component/TRANSFORM_SIMULATION_INIT() via 'Simulation -> Final Transform'
  OBhinge 2.003/Transform Component/TRANSFORM_EVAL() via 'Transform Eval -> Simulation Init'
  OBhinge 2.003/Transform Component/TRANSFORM_PARENT() via 'Eval'
  OBhinge 2.003/Transform Component/TRANSFORM_LOCAL() via 'ObLocal -> ObParent'
  OBhinge 2.003/Transform Component/TRANSFORM_INIT() via 'Transform Init'
  OBArmature/Bone.002/BONE_DONE() via 'Bone Parent'
  OBArmature/Bone.002/BONE_READY() via 'Ready -> Done'
  OBArmature/Bone.002/BONE_CONSTRAINTS() via 'Constraints -> Ready'
Detected 8 dependency cycles

Except for cases of fake/avoidable dependency cycle, undefined behavior of rig when it has dependency cycle are not considered bug.
You'd need to find a way to rig your model without introducing such cycles.

The attached file has dependency cycles: ```lines=30 Read blend: C:\Users\GERMANO\Downloads\boney bug.blend Dependency cycle detected: OBArmature/Bone/POSE_IK_SOLVER() depends on OBArmature/Bone.001/BONE_READY() via 'IK Solver Owner' OBArmature/Bone.001/BONE_CONSTRAINTS() via 'Constraints -> Ready' OBhinge 2.002/Transform Component/TRANSFORM_FINAL() via 'Copy Location' OBhinge 2.002/Transform Component/TRANSFORM_SIMULATION_INIT() via 'Simulation -> Final Transform' OBhinge 2.002/Transform Component/TRANSFORM_EVAL() via 'Transform Eval -> Simulation Init' OBhinge 2.002/Transform Component/TRANSFORM_PARENT() via 'Eval' OBhinge 2.002/Transform Component/TRANSFORM_LOCAL() via 'ObLocal -> ObParent' OBhinge 2.002/Transform Component/TRANSFORM_INIT() via 'Transform Init' OBArmature/Bone.001/BONE_DONE() via 'Bone Parent' OBArmature/Bone/POSE_IK_SOLVER() via 'IK Solver Result' Dependency cycle detected: OBArmature/Bone.001/BONE_DONE() depends on OBArmature/Bone.001/BONE_READY() via 'Ready -> Done' OBArmature/Bone.001/BONE_CONSTRAINTS() via 'Constraints -> Ready' OBhinge 2.002/Transform Component/TRANSFORM_FINAL() via 'Copy Location' OBhinge 2.002/Transform Component/TRANSFORM_SIMULATION_INIT() via 'Simulation -> Final Transform' OBhinge 2.002/Transform Component/TRANSFORM_EVAL() via 'Transform Eval -> Simulation Init' OBhinge 2.002/Transform Component/TRANSFORM_PARENT() via 'Eval' OBhinge 2.002/Transform Component/TRANSFORM_LOCAL() via 'ObLocal -> ObParent' OBhinge 2.002/Transform Component/TRANSFORM_INIT() via 'Transform Init' OBArmature/Bone.001/BONE_DONE() via 'Bone Parent' Dependency cycle detected: OBArmature/Bone.002/BONE_CONSTRAINTS() depends on OBhinge 2.003/Transform Component/TRANSFORM_FINAL() via 'Copy Location' OBhinge 2.003/Transform Component/TRANSFORM_SIMULATION_INIT() via 'Simulation -> Final Transform' OBhinge 2.003/Transform Component/TRANSFORM_EVAL() via 'Transform Eval -> Simulation Init' OBhinge 2.003/Transform Component/TRANSFORM_PARENT() via 'Eval' OBhinge 2.003/Transform Component/TRANSFORM_LOCAL() via 'ObLocal -> ObParent' OBhinge 2.003/Transform Component/TRANSFORM_INIT() via 'Transform Init' OBArmature/Bone.002/BONE_DONE() via 'Bone Parent' OBArmature/Bone.002/BONE_READY() via 'Ready -> Done' OBArmature/Bone.002/BONE_CONSTRAINTS() via 'Constraints -> Ready' Dependency cycle detected: OBArmature/Bone.002/BONE_CONSTRAINTS() depends on OBhinge 2.003/Transform Component/TRANSFORM_FINAL() via 'Copy Location' OBhinge 2.003/Transform Component/TRANSFORM_SIMULATION_INIT() via 'Simulation -> Final Transform' OBhinge 2.003/Transform Component/TRANSFORM_EVAL() via 'Transform Eval -> Simulation Init' OBhinge 2.003/Transform Component/TRANSFORM_PARENT() via 'Eval' OBhinge 2.003/Transform Component/TRANSFORM_LOCAL() via 'ObLocal -> ObParent' OBhinge 2.003/Transform Component/TRANSFORM_INIT() via 'Transform Init' OBArmature/Bone.002/BONE_DONE() via 'Bone Parent' OBArmature/Bone.002/BONE_READY() via 'Ready -> Done' OBArmature/Bone.002/BONE_CONSTRAINTS() via 'Constraints -> Ready' Dependency cycle detected: OBArmature/Bone.002/BONE_CONSTRAINTS() depends on OBhinge 2.003/Transform Component/TRANSFORM_FINAL() via 'Copy Rotation' OBhinge 2.003/Transform Component/TRANSFORM_SIMULATION_INIT() via 'Simulation -> Final Transform' OBhinge 2.003/Transform Component/TRANSFORM_EVAL() via 'Transform Eval -> Simulation Init' OBhinge 2.003/Transform Component/TRANSFORM_PARENT() via 'Eval' OBhinge 2.003/Transform Component/TRANSFORM_LOCAL() via 'ObLocal -> ObParent' OBhinge 2.003/Transform Component/TRANSFORM_INIT() via 'Transform Init' OBArmature/Bone.002/BONE_DONE() via 'Bone Parent' OBArmature/Bone.002/BONE_READY() via 'Ready -> Done' OBArmature/Bone.002/BONE_CONSTRAINTS() via 'Constraints -> Ready' Dependency cycle detected: OBArmature/Bone.002/BONE_CONSTRAINTS() depends on OBhinge 2.003/Transform Component/TRANSFORM_FINAL() via 'Copy Rotation' OBhinge 2.003/Transform Component/TRANSFORM_SIMULATION_INIT() via 'Simulation -> Final Transform' OBhinge 2.003/Transform Component/TRANSFORM_EVAL() via 'Transform Eval -> Simulation Init' OBhinge 2.003/Transform Component/TRANSFORM_PARENT() via 'Eval' OBhinge 2.003/Transform Component/TRANSFORM_LOCAL() via 'ObLocal -> ObParent' OBhinge 2.003/Transform Component/TRANSFORM_INIT() via 'Transform Init' OBArmature/Bone.002/BONE_DONE() via 'Bone Parent' OBArmature/Bone.002/BONE_READY() via 'Ready -> Done' OBArmature/Bone.002/BONE_CONSTRAINTS() via 'Constraints -> Ready' Dependency cycle detected: OBArmature/Bone.002/BONE_CONSTRAINTS() depends on OBhinge 2.003/Transform Component/TRANSFORM_FINAL() via 'Copy Rotation' OBhinge 2.003/Transform Component/TRANSFORM_SIMULATION_INIT() via 'Simulation -> Final Transform' OBhinge 2.003/Transform Component/TRANSFORM_EVAL() via 'Transform Eval -> Simulation Init' OBhinge 2.003/Transform Component/TRANSFORM_PARENT() via 'Eval' OBhinge 2.003/Transform Component/TRANSFORM_LOCAL() via 'ObLocal -> ObParent' OBhinge 2.003/Transform Component/TRANSFORM_INIT() via 'Transform Init' OBArmature/Bone.002/BONE_DONE() via 'Bone Parent' OBArmature/Bone.002/BONE_READY() via 'Ready -> Done' OBArmature/Bone.002/BONE_CONSTRAINTS() via 'Constraints -> Ready' Dependency cycle detected: OBArmature/Bone.002/BONE_CONSTRAINTS() depends on OBhinge 2.003/Transform Component/TRANSFORM_FINAL() via 'Copy Rotation' OBhinge 2.003/Transform Component/TRANSFORM_SIMULATION_INIT() via 'Simulation -> Final Transform' OBhinge 2.003/Transform Component/TRANSFORM_EVAL() via 'Transform Eval -> Simulation Init' OBhinge 2.003/Transform Component/TRANSFORM_PARENT() via 'Eval' OBhinge 2.003/Transform Component/TRANSFORM_LOCAL() via 'ObLocal -> ObParent' OBhinge 2.003/Transform Component/TRANSFORM_INIT() via 'Transform Init' OBArmature/Bone.002/BONE_DONE() via 'Bone Parent' OBArmature/Bone.002/BONE_READY() via 'Ready -> Done' OBArmature/Bone.002/BONE_CONSTRAINTS() via 'Constraints -> Ready' Detected 8 dependency cycles ``` Except for cases of fake/avoidable dependency cycle, undefined behavior of rig when it has dependency cycle are not considered bug. You'd need to find a way to rig your model without introducing such cycles.

Hi @mano-wii , that's the point, there are no dependancy cycles, all constraints are disabled.

Hi @mano-wii , that's the point, there are no dependancy cycles, all constraints are disabled.

Added subscriber: @Germano

Added subscriber: @Germano

@mano-wii could you re-open please?

@mano-wii could you re-open please?

Changed status from 'Archived' to: 'Needs Triage'

Changed status from 'Archived' to: 'Needs Triage'

Added subscriber: @ArtisticBee

Added subscriber: @ArtisticBee

Removed subscriber: @ArtisticBee

Removed subscriber: @ArtisticBee

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'

I'm not sure why dependency cycles are maintained even with constraints disabled.
Maybe the dependency graph should be recreated when changing the enabled/disabled state of a constraint?
But in fact, that trembling does not seem to be expected in this case.

I'm not sure why dependency cycles are maintained even with constraints disabled. Maybe the dependency graph should be recreated when changing the enabled/disabled state of a constraint? But in fact, that trembling does not seem to be expected in this case.
Member

Added subscriber: @BClark

Added subscriber: @BClark
Member

While the cycle comes from having the mesh that is a child of the bone be the target for the copy rotations constraint that is on the bone that is the parent of the mesh, you would expect that to happen if the constraints were visible/on/influence active etc. It seems like a bug to me that they are still getting called/calculating in the graph even if they are being told to do nothing, there shouldn't be a cycle because they wouldn't be called because they have zero visual impact on the final frame transform.

While the cycle comes from having the mesh that is a child of the bone be the target for the copy rotations constraint that is on the bone that is the parent of the mesh, you would expect that to happen if the constraints were visible/on/influence active etc. It seems like a bug to me that they are still getting called/calculating in the graph even if they are being told to do nothing, there shouldn't be a cycle because they wouldn't be called because they have zero visual impact on the final frame transform.

@BClark Hi Brad, did you download the new version of the file? There aren't any dependencies any more. The target is now a mesh not controlled by the same bone, this removed all of the dependencies from the log for me (flickering remained), although it did create a new one on the first bone for some reason which was strange.

I know it doesn't make any difference to it being a bug that disabled constraints are still calculated, but perhaps indicates that an additional bug is occurring related to the the order of constraints in the stack not being adhered to? For example if the bone is being aligned based on a non-child object prior to the IK being calculated (as is the case here based on the stack order), then that shouldn't generate a dependency. I could understand a bit of flicker on the next frame when the first element of the stack is executed, but only if the IK locking and copy rotation constraints weren't producing the same result.

@BClark Hi Brad, did you download the new version of the file? There aren't any dependencies any more. The target is now a mesh not controlled by the same bone, this removed all of the dependencies from the log for me (flickering remained), although it did create a new one on the first bone for some reason which was strange. I know it doesn't make any difference to it being a bug that disabled constraints are still calculated, but perhaps indicates that an additional bug is occurring related to the the order of constraints in the stack not being adhered to? For example if the bone is being aligned based on a non-child object prior to the IK being calculated (as is the case here based on the stack order), then that shouldn't generate a dependency. I could understand a bit of flicker on the next frame when the first element of the stack is executed, but only if the IK locking and copy rotation constraints weren't producing the same result.

Added subscriber: @ArtisticBee

Added subscriber: @ArtisticBee

Added subscriber: @michael-123

Added subscriber: @michael-123

Hi @michael-123 campbell (3di) .
I send you two tutorials with basic movement in one hand is as you have done.
It may be that in the model you designed the parent and separately together it is a bone that is missing its choice and not necessarily it is a mistake of the program, that is, must be a small tip of the finger so small that it does not appear or you can see at fist only if you zoom in.
As a 3d modeler it has happened to me before with same projects.
Try step by step the video instructions and I hope it helps.
If it does not work then it will be reported as a bug.

I will download the file and do a test on the problem that exists and if there is a result I will let you know.
It shows that there is no smooth movement in the hand.

Keep trying and do not be discouraged, a little every day you will find the solution, it's a very nice work.

https://www.youtube.com/watch?v=ZmiZ6VkSJBE

https://www.youtube.com/watch?v=MvmXvah1bss

Hi @michael-123 campbell (3di) . I send you two tutorials with basic movement in one hand is as you have done. It may be that in the model you designed the parent and separately together it is a bone that is missing its choice and not necessarily it is a mistake of the program, that is, must be a small tip of the finger so small that it does not appear or you can see at fist only if you zoom in. As a 3d modeler it has happened to me before with same projects. Try step by step the video instructions and I hope it helps. If it does not work then it will be reported as a bug. I will download the file and do a test on the problem that exists and if there is a result I will let you know. It shows that there is no smooth movement in the hand. Keep trying and do not be discouraged, a little every day you will find the solution, it's a very nice work. https://www.youtube.com/watch?v=ZmiZ6VkSJBE https://www.youtube.com/watch?v=MvmXvah1bss

@ArtisticBee thanks, I've been doing it for 30 years, so I have a pretty good grasp of it hopefully :) It's already confirmed as a bug looking at the report.

@ArtisticBee thanks, I've been doing it for 30 years, so I have a pretty good grasp of it hopefully :) It's already confirmed as a bug looking at the report.
Member

I didn't get the latest file but yes I hope it helps track down some bugs, thank you!

I didn't get the latest file but yes I hope it helps track down some bugs, thank you!

Removed subscriber: @ArtisticBee

Removed subscriber: @ArtisticBee
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label 2023-02-09 14:34:45 +01:00
Bastien Montagne added this to the Core project 2023-02-09 15:43:54 +01:00
Bastien Montagne removed this from the Core project 2023-02-09 18:20:30 +01:00
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this seems to have been fixed with #88752: Setting an overlapping IK constraint to zero influence/disabled gives weird behavior
cannot reproduce in 4.0 anymore

this seems to have been fixed with [#88752: Setting an overlapping IK constraint to zero influence/disabled gives weird behavior](https://projects.blender.org/blender/blender/issues/88752) cannot reproduce in 4.0 anymore
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Reference: blender/blender#100594
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