Animation: Flip Quats operator doesn't respect the Active Keying Set #120858

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opened 2024-04-20 18:22:03 +02:00 by MatjazLamut · 2 comments

System Information
Operating system: Linux-6.5.0-28-generic-x86_64-with-glibc2.38 64 Bits, X11 UI
Graphics card: AMD Radeon RX 570 Series (polaris10, LLVM 15.0.7, DRM 3.54, 6.5.0-28-generic) AMD 4.6 (Core Profile) Mesa 23.2.1-1ubuntu3.1

Blender Version
Broken: version: 4.2.0 Alpha, branch: main, commit date: 2024-03-25 22:39, hash: 7314c86869a7
Worked: This issue has been present for a long time and in practically any Blender version I used.

Short description of error
Flip Quats operator does not respect the Active Keying Set, instead it keyes all channels when Autokeying is enabled.
The expected result would be to key only those channels as allowed by the Active Keying Set.

Exact steps for others to reproduce the error

  • In any armature, select a bone that has quaternion rotation mode.
  • At least some of the bone's channels need to be locked and will then not be keyed with the following autokeying settings:
  • In this example, Autokeying is enabled, with Whole Character (Selected Bones Only) keying set active.
  • Run the Flip Quats operator on the bone and even the locked channels get keyed.

flip_quats_keying.webp

**System Information** Operating system: Linux-6.5.0-28-generic-x86_64-with-glibc2.38 64 Bits, X11 UI Graphics card: AMD Radeon RX 570 Series (polaris10, LLVM 15.0.7, DRM 3.54, 6.5.0-28-generic) AMD 4.6 (Core Profile) Mesa 23.2.1-1ubuntu3.1 **Blender Version** Broken: version: 4.2.0 Alpha, branch: main, commit date: 2024-03-25 22:39, hash: `7314c86869a7` Worked: This issue has been present for a long time and in practically any Blender version I used. **Short description of error** _Flip Quats_ operator does not respect the _Active Keying Set_, instead it keyes all channels when _Autokeying_ is enabled. The expected result would be to key only those channels as allowed by the _Active Keying Set_. **Exact steps for others to reproduce the error** * In any armature, select a bone that has quaternion rotation mode. * At least some of the bone's channels need to be locked and will then not be keyed with the following autokeying settings: * In this example, _Autokeying_ is enabled, with _Whole Character (Selected Bones Only)_ keying set active. * Run the _Flip Quats_ operator on the bone and even the locked channels get keyed. ![flip_quats_keying.webp](/attachments/69163598-ee52-49c4-8bb9-6ed99f8500d4)
MatjazLamut added the
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Report
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Needs Triage
labels 2024-04-20 18:22:04 +02:00

Thanks for report. I not able to reproduce this issue from scratch on just one bone. Can you attach some simple example file? Images looks not really helpful since this is not trivial case. If this is matter to have some other bones than please note this in steps to reproduce.

Thanks for report. I not able to reproduce this issue from scratch on just one bone. Can you attach some simple example file? Images looks not really helpful since this is not trivial case. If this is matter to have some other bones than please note this in steps to reproduce.
Iliya Katushenock added the
Interest
Animation & Rigging
label 2024-04-21 13:55:01 +02:00
Pratik Borhade added
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Needs Information from User
and removed
Status
Needs Triage
labels 2024-04-22 06:48:55 +02:00
Author

Hello, thank you for the quick response. I'm attaching a simple file where this problem occurs.

I'm using the following keying settings in the preferences and I have Whole Character (Selected Bones Only) keying set active.

autokeying_settings.webp

Hello, thank you for the quick response. I'm attaching a simple file where this problem occurs. I'm using the following keying settings in the preferences and I have **Whole Character (Selected Bones Only)** keying set active. ![autokeying_settings.webp](/attachments/395edaea-4023-4120-a507-99780aee8a59)
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Reference: blender/blender#120858
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