Library Override: Change handling of Animation Data when it exists in both liboverride and linked reference IDs #110067
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Reference: blender/blender#110067
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In current Blender versions (up to 4.0 alpha) and since the beginning, when both the liboverride data-block and its linked reference have a (non -matching)
AnimationData
data, the animation data from the linked reference replaces the one from the liboverride.This is typically a problem when the data initially linked and overridden have no animdata. Then when animation is created for the liboverride, a new, non-matching liboverride animdata is created. This data would then be lost if the linked data gets animated later on.
The proposal here is to reverse this behavior:
@SimonThommes @dr.sybren @nathanvegdahl Here is a task to keep track of this topic.
Sorry for the delay. This was discussed in the 2023-07-13 Animation & Rigging module meeting.
👍 from the A&R module.
We got confused a bit about the drivers though:
This sounds like the drivers in the library
AnimData
would effectively replace any drivers in the kept liboverride animdata. That would be the desirable outcome, as the drivers are typically seen as "part of the rig" and not something animators would add.The confusion comes from our (Nathan's and my) understanding of what we discussed face-to-face before, that there would be a rather hard choice between "100% local
AnimData
" and "100% linked-inAnimData
", which seems to differ from what you described above. Again, what you describe above is indeed desired, we just didn't think it would be (practically) possible without major work.This is the goal of the new behavior yes.
It is doable, but not with the default generic handling. It requires custom code and relying on complex subtleties of the liboverride apply & diffing code when it comes to RNA pointer properties.
Think the proposed patch (!110900) has the expected behavior, more testing on it is more than welcome!
Implemented by
f188d6709f
, closing.