Parented camera not animated when switching view with markers and collection is disabled #104002

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opened 2023-01-19 14:38:44 +01:00 by Damien Picard · 16 comments
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System Information
Operating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.35 64 Bits
Graphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01

Blender Version
Broken: version: 3.5.0 Alpha, branch: master, commit date: 2023-01-19 11:07, hash: 320757bc61
Broken: version: 3.4.1
Broken: version: 2.83.9
Worked: probably never

Short description of error
In a scene with multiple cameras and markers used to switch between them, if the collection containing the cameras is disabled (hidden with the monitor icon) and the cameras have an animated parent, only the camera active at the start of playback will be animated. The animation works fine when the collection is shown.

image.png

image.png

Exact steps for others to reproduce the error
bug_report_marker_cam_anim.blend

  • Open the attached blend file

  • Play the animation

    • The result is staggered because only one camera is animated
  • Show the Cams collection and play

    • The result is smooth because both cameras are animated—this is the expected behaviour.

When the collection is hidden:
bug_report_hidden.gif

When the collection is shown:
bug_report_shown.gif

**System Information** Operating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.35 64 Bits Graphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01 **Blender Version** Broken: version: 3.5.0 Alpha, branch: master, commit date: 2023-01-19 11:07, hash: `320757bc61` Broken: version: 3.4.1 Broken: version: 2.83.9 Worked: probably never **Short description of error** In a scene with multiple cameras and markers used to switch between them, if the collection containing the cameras is disabled (hidden with the monitor icon) and the cameras have an animated parent, only the camera active at the start of playback will be animated. The animation works fine when the collection is shown. ![image.png](https://archive.blender.org/developer/F14176174/image.png) ![image.png](https://archive.blender.org/developer/F14176211/image.png) **Exact steps for others to reproduce the error** [bug_report_marker_cam_anim.blend](https://archive.blender.org/developer/F14176192/bug_report_marker_cam_anim.blend) - Open the attached blend file - Play the animation - The result is staggered because only one camera is animated - Show the Cams collection and play - The result is smooth because both cameras are animated—this is the expected behaviour. When the collection is hidden: ![bug_report_hidden.gif](https://archive.blender.org/developer/F14176180/bug_report_hidden.gif) When the collection is shown: ![bug_report_shown.gif](https://archive.blender.org/developer/F14176185/bug_report_shown.gif)
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Added subscriber: @pioverfour

Added subscriber: @pioverfour
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Added subscriber: @PratikPB2123

Added subscriber: @PratikPB2123
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Changed status from 'Needs Triage' to: 'Confirmed'

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

Similar to #103886 (Local Camera doesn't allow animation of camera from excluded collection)

Similar to #103886 (Local Camera doesn't allow animation of camera from excluded collection)
Philipp Oeser removed the
Interest
Animation & Rigging
label 2023-02-09 14:34:41 +01:00
Author
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This bug was fixed some time between 3.6 and 4.0.

This bug was fixed some time between 3.6 and 4.0.
Member

Thanks. I'll change the milestone then (need to find if this was actually a fix or improved during refactor)

Thanks. I'll change the milestone then (need to find if this was actually a fix or improved during refactor)
Author
Member

I bisected to e623d07362, so actually a fix.

I bisected to e623d073628120b427994e0c45206a5ee4dd1915, so actually a fix.
Member

Thanks :D
I'll add this in backporting list.

Thanks :D I'll add this in backporting list.
Member

Done.

Done.
Pratik Borhade added
Status
Resolved
and removed
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Confirmed
labels 2024-03-11 10:38:47 +01:00
Author
Member

Actually I’m not sure the backport would work on its own since the commit references !110139, which looks more involved.

Actually I’m not sure the backport would work on its own since the commit references !110139, which looks more involved.
Author
Member

I can confirm that the issue is not fixed in 3.6 with only e623d07362 applied. It is fixed after applying b248295530 as well.

I can confirm that the issue is not fixed in 3.6 with only e623d07362 applied. It is fixed after applying b248295530 as well.
Member

Thanks. I don't think we can backport b248295530 so I'll just remove e623d07362 from the list.

Thanks. I don't think we can backport b248295530 so I'll just remove `e623d07362` from the list.
Member

Actually, e623d07362 has been backported already to 3.3 / 3.6
@lichtwerk ^

Actually, `e623d07362` has been backported already to 3.3 / 3.6 @lichtwerk ^
Member

@Sergey : I had e623d07362 on the backport list (and backport already happened). Does it harm having that in without actually having b248295530 in as well?

@Sergey : I had e623d07362 on the backport list (and backport already happened). Does it harm having that in without actually having b248295530 in as well?

You either need both or none of the commits. Having either of them and not the other makes the dependency graph nodes and relations builder asymmetric, likely causing console noise, and potentially even crashes.

You either need both or none of the commits. Having either of them and not the other makes the dependency graph nodes and relations builder asymmetric, likely causing console noise, and potentially even crashes.
Member

So since b248295530 ontop gave non-trivial conflicts, I also reverted the backport of e623d07362 in the LTS branch now

So since b248295530 ontop gave non-trivial conflicts, I also reverted the backport of e623d07362 in the LTS branch now
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Reference: blender/blender#104002
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