Errors encountered when re-opening a .blend file with multiple library overrides with local parents #109993
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Reference: blender/blender#109993
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System Information
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40
Blender Version
Broken: version: 3.6.0, branch: blender-v3.6-release, commit date: 2023-06-27 08:08, hash:
c7fc78b81ecb
Worked: never to my knowledge (also broken in 3.5.1)
Short description of error
Project saved with two library overrides of the same linked asset. The parent object of both overrides was made local so it could be renamed and drivers added to custom properties. Upon re-opening the .blend file, some (all but one?) of the parent objects was no longer local, stuck at the origin, and the parent-child relationship as no longer properly reflected in the outliner.
Exact steps for others to reproduce the error
Please see the attached LibraryOverrideError.zip file. It contains an example of a messed-up file (CombinedFile.blend) and a file for reproducing the error (CombinedFileStarter.blend). There is also an assets folder which contains various assets to be linked in and made into library overrides.
Detailed Steps:
Some of these steps probably aren't strictly necessary. However, this is a simplified version of the situation in which I encountered this issue and I felt it was important to retain the context for the purposes of reproducibility and to demonstrate the error within a specific workflow.
Workarounds
Appending the asset works fine, as it keeps everything local to the file. Unfortunately, this defeats the pointed of having a remote asset that can be re-used and updated across multiple places.
I have attempted a workaround in which I don't make the parent object local. Instead, I would create a super-parent (named "wing_lt", for instance) and give it custom properties. The custom properties of the original linked parent would then be driven by the super parent's properties using drives. Unfortunately, the custom properties of a library override cannot use drivers (even ones marked "library overridable").
Other thoughts
Simply allowing drivers in the custom properties of a library override would go a long way towards making linked rigs work well. Alternatively, a way to add an "interface" of custom properties to linked assets without having to create overrides would be huge benefit to my intended use case and workflow.
Thanks for the report. Can confirm even when I link the object data in default scene. (updated the report accordingly)
After reopening the file, no user has detected for some overridden objects.
I'm not sure about the cause. Maybe @mont29 have an idea? (want me to simplify this issue further?)
I cannot reproduce with current main, may very well have been fixed by the this set of commits yesterday.
But please note that starting to make some part of an override hierarchy local is a very dangerous game, while supported in theory, you will most certainly run into issues in case there is some resync needed at some point (i.e. if your library/asset data is updated in some ways that affect relationships between IDs).
Also, adding drivers to overrides should not be a problem, as long as they do not have any animation data in their linked reference.
Yes, fixed in current master. (I should have done this before 😅)
@erikscott128 , could you verify in 4.0 build?: https://builder.blender.org/download/daily/
Thanks for the super-quick turn around on this! The error appears fixed on my end with the 4.0.0 alpha build.
@mont29 I understand that making part of a library override local is probably not best-practice. However, nearly all of my external assets utilize a number of drivers which I believe constitute animation data (even if no action is present). If it's just the presence of animation data that's blocking my ability to add drivers to an override's custom properties, I see that as a significant shortcoming. Is there some other preferred way to instance an external asset in such a way that it can be animated and either renamed or have drivers applied to properties (or both)? (Apologies if this is the wrong forum to ask these questions)
Will close then :)
I'm not sure whether we can backport the fix
@erikscott128 in short: no. We do not support currently modifying existing animation data (at least when it comes to drivers). In existing animation data case, the only possible thing with liboverrides is to create or change the active action, or to edit the NLA (although within limits).
The backport of the fixes is scheduled for 3.6.2 (see #109399, 3.3 will not get it). That way it has a few weeks of validation in Main first.