updates go wrong in special-case of multiple group duplis parented to proxy parented to object. #31891

Closed
opened 2012-06-21 17:57:33 +02:00 by bassam kurdali · 6 comments
Member

%%%Hello, this is complicated to hit, but the simple test file should be clear enough.

We have files where our character is split up to multiple groups (mainly because of the hair) in tube. All groups contain the same rig, which is group-duplicated. we parent the gilga groups to the proxy rig object and all goes well- until we parent that rig to another object (in our case an escalator) . Then updates go badly, in some cases severely messing up the model- until you just click on a bone in the rig, translate and cancel.

In the uploaded test zip, there are two files, grpsrc and grptar. grpsrc defines a very simple group with an armature and a mesh. grptar links in the group. We have:

1- the group duplicator
2- the armature proxy
3- group duplicator is parented to the armature
4- the armture is parented to a plane with some keyframes
5- we duplicate the group duplicator a few times

6-grab the plane and translate it a bit, then cancel. the group duplicator meshes are in the wrong place.
7- click one of the bones and transform it , the groups snap to the correct place.

of course it should never mess up. I'm worried specifically about rendering on our animated scenes.

os: gnu linux 64 bit (ubuntu 12.04 and fedora 17)

   mac osx 64 bit 

%%%

%%%Hello, this is complicated to hit, but the simple test file should be clear enough. We have files where our character is split up to multiple groups (mainly because of the hair) in tube. All groups contain the same rig, which is group-duplicated. we parent the gilga groups to the proxy rig object and all goes well- until we parent that rig to another object (in our case an escalator) . Then updates go badly, in some cases severely messing up the model- until you just click on a bone in the rig, translate and cancel. In the uploaded test zip, there are two files, grpsrc and grptar. grpsrc defines a very simple group with an armature and a mesh. grptar links in the group. We have: 1- the group duplicator 2- the armature proxy 3- group duplicator is parented to the armature 4- the armture is parented to a plane with some keyframes 5- we duplicate the group duplicator a few times 6-grab the plane and translate it a bit, then cancel. the group duplicator meshes are in the wrong place. 7- click one of the bones and transform it , the groups snap to the correct place. of course it should never mess up. I'm worried specifically about rendering on our animated scenes. os: gnu linux 64 bit (ubuntu 12.04 and fedora 17) ``` mac osx 64 bit ``` %%%
Author
Member

Changed status to: 'Open'

Changed status to: 'Open'

%%%Confirmed on:
32-bit Kubuntu 12.04
Intel Core2 Quad Q6600@ 2.40GHz
NVidia 8800 GT - Driver version 295.40
Blender 2.63 r48174

There is some wierd stuff going on here. Not just from transforming the plane, by clicking on frames farther apart the duplicator meshes would move away, then snap back when moving/posing the proxy armature.%%%

%%%Confirmed on: 32-bit Kubuntu 12.04 Intel Core2 Quad Q6600@ 2.40GHz NVidia 8800 GT - Driver version 295.40 Blender 2.63 r48174 There is some wierd stuff going on here. Not just from transforming the plane, by clicking on frames farther apart the duplicator meshes would move away, then snap back when moving/posing the proxy armature.%%%
Member

%%%Copying groups && proxy - no go still :/

However, I am interested in a bad quick hack to at least solve the lag issues in Blender.
A quick test for you:

source/blender/editors/screen/screen_edit.c: 1868 BKE_scene_update_for_newframe(bmain, scene, layers);

Duplicate this line, that makes animation system called twice. If that works a bit to solve lags in your files, I can think of ways to optimize it.%%%

%%%Copying groups && proxy - no go still :/ However, I am interested in a bad quick hack to at least solve the lag issues in Blender. A quick test for you: source/blender/editors/screen/screen_edit.c: 1868 BKE_scene_update_for_newframe(bmain, scene, layers); Duplicate this line, that makes animation system called twice. If that works a bit to solve lags in your files, I can think of ways to optimize it.%%%
Author
Member

%%%cool I'll try and report back! currently we hack around with this (thanks to campbell):
(the first update is so that rendernodes fix it on file load, the update handler works for scrubbing/anim/alt-a):

import bpy

change gilga_PROX_proxy to the name of your proxy to update:

obname = 'gilga_PROX_proxy'

bpy.data.objects[obname].update_tag({'OBJECT'});bpy.context.scene.update()

def group_handler(scene):

  bpy.data.objects[obname].update_tag({'OBJECT'});scene.update()

bpy.app.handlers.frame_change_post.append(group_handler)

%%%

%%%cool I'll try and report back! currently we hack around with this (thanks to campbell): (the first update is so that rendernodes fix it on file load, the update handler works for scrubbing/anim/alt-a): import bpy # change gilga_PROX_proxy to the name of your proxy to update: obname = 'gilga_PROX_proxy' bpy.data.objects[obname].update_tag({'OBJECT'});bpy.context.scene.update() def group_handler(scene): ``` bpy.data.objects[obname].update_tag({'OBJECT'});scene.update() ``` bpy.app.handlers.frame_change_post.append(group_handler) %%%
Member

%%%I link to this report in our long depsgraph todo page in wiki here:

http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Animation#Dependency_Graph%%%

%%%I link to this report in our long depsgraph todo page in wiki here: http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Animation#Dependency_Graph%%%
Member

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Sign in to join this conversation.
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
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#31891
No description provided.