Blender 3.5 returns identity instead of real value for matrix_basis, 3.4 works ok #106340
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Reference: blender/blender#106340
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System Information
Operating system: Linux 5.15.0-67-generic #74~20.04.1-Ubuntu SMP Wed Feb 22 14:52:34 UTC 2023 x86_64 x86_64 x86_64 GNU/Linux
Graphics card: 00:02.0 VGA compatible controller: Intel Corporation UHD Graphics 620 (rev 07)
Blender Version
Broken: 3.5.0, build hash:
1be25cfff1
, build date: 2023-03-29Worked: 3.4.1, build hash:
55485cb379
, build date: 2022-12-20Short description of error
Blender 3.5 returns identity instead of real value for matrix_basis, 3.4 works ok. Seems to happen only to certain bones controlled by IK
Exact steps for others to reproduce the error
run matrix_basis_test.sh, the output should be
notice difference for frame 30,
blender 3.5 prints Quaternion (w=1.0000, x=0.0000, y=0.0000, z=0.0000)
blender 3.4 prints Quaternion (w=0.9876, x=0.1572, y=0.0000, z=0.0000)
Will bisect.
I wasn't able to bisect this. Release build of
9cb061f4f0
gives bad result, but debug build seems to be fine. I guess there is some thread race condition going on.TLDR; turns out this is a duplicate of #106708, and has already been fixed in
85ed2e8c36
Longer explanation:
So, it turns out the actual underlying issue here is the same as the bug reported in #106708: when baking to actions that already have animation in them, the existing keys would (erroneously) remain, resulting in two keys on the same frame but with different values (one from the original action, and one from the bake). It looks like this:
So when you ask for
matrix_basis
on a frame like that, it might be computed from the old original key or the new baked key. And in the case of at least Blender 3.5, it would choose the first of the two keys, resulting in the reported identity matrix behavior.The actual bug (the double keys, which isn't supposed to be allowed) was fixed in
85ed2e8c36
and will be in the next Blender release.many thanks for detailed explanation!