NLA data can be added to an overridden object that already has (very hidden, unobvious) animation data #120548
Labels
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
3 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender#120548
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
System Information
Operating system: Windows-10-10.0.22631-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 551.23
Blender Version
Broken: version: 4.1.0, branch: blender-v4.1-release, commit date: 2024-03-25 20:42, hash:
40a5e739e270
Short description of error
Adding NLA strips to overridden objects that already have animation data causes problems, and is already documented in a few issues here, e.g. #109483
My specific problem is how easy it is to mistakenly assume the library object has no animation data attached to it, therefore assuming the linked version of the object is safe to animate on and use NLA on.
There should be some more obvious UI or warning or indicator that the object has animation data in the library file, at least until the NLA is either replaced by the new animation system, or is fully integrated with library linking.
Additionally, clearing the empty animation data of the library object will remove all NLA data in the overridden object. This can potentially be a project-breaking data loss issue.
Exact steps for others to reproduce the error
main.blend
library.blend
. The object from this file appears to have no animation data. There is no indication of animation data in the outliner.main.blend
. All the NLA data that was defined in this file is now gone.Can confirm. Thanks for those detailed reproduction steps.
@dr.sybren Is "animation channel with no action linked" considered a valid action when linking?
I think you mean "has animation data without an action"? Yeah, that's perfectly valid. You can get that with the default startup file very easily, with
bpy.data.objects['Cube'].animation_data_ensure()
. Or even just by creating a keyframe and then un-assigning the Action.This report basically shows the inner working of the library override system:
library.blend
hasAnimData
main.blend
gets NLA stuff added via an override. In other words, its existing-from-main
AnimData
gets some overrides to add tracks & strips. This is stored as a "insert into this AnimData" operation.library.blend
looses itsAnimData
.main.blend
gets loaded, and the overrides system sees that theAnimData
that should get things added to it no longer exists.What is described is basically the same as having an override that adds a bunch of vertices to a mesh, and then the entire mesh is removed from the library. There is no more mesh to add vertices to, and this means the new vertices are gone too. Except that with this (hypothetical) mesh example, things are considerably more visible.
This all to say that, unfortunately, this is how the system is currently designed. I don't think that what you describe is a bug per se, but it is unfortunate and feels rather clumsy. I'll talk with @mont29 to see if we can come up with a nice solution.