Rigid Body bake to keyframes bakes wrong the rotations. #36190
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Reference: blender/blender#36190
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%%%--- Operating System, Graphics card ---
Windows 7 x64 - Nvidia 570
Ubuntu - Nvidia 460
linux 32-bit - ??
its working this way at least since 2.66a official up to r58324 official from builde.blender.org
Baking the rigid body simulation to key frames ruins the rotations curves, this can only be noticed if the curves are scaled on X axis or if the simulation its baked every 3 or more frames
1-open the attached file
2-play the rigid body animation(simulation) to check if everything its ok
3-from the tool shelf "bake to keyframes" the rigid body simulation every 4 or more frames
4-the result should be that some objects, euler or quaternion are going to rotate randomly %%%
Changed status to: 'Open'
%%%This is just a limitation.
It should be possible to improve it (actually I looked into it some time ago, it used to fail in more cases) but it's not a priority for me right now.%%%
%%%I see.
if that is the case, is there any important reason to have an option to bake every X number of frames?
wouldn be usefull to have some kind of warning to avoid any other bad report?
even with this limitation i have managed to get the slowmo effect using the speed control under rigidbody world, easier than i imagine ^^
thanks %%%
%%%To be honest, the "bake to keyfremes" is more of a fallback, using pointcache is better in both performance and memory usage.
The proper way of doing slow motion is using the speed property of the world like you mentioned, of course you'll have to resimulate every time you want to change the speed.
The every x frames option is there because users wanted it to be left in, and when I get around to fixing this problem it will also work correctly :)%%%
%%%Assigned to Sergej for later fix/todo/close.%%%
This issue was referenced by blender/blender-addons-contrib@377bb55566
This issue was referenced by
377bb55566
Changed status from 'Open' to: 'Resolved'
Closed by commit
377bb55566
.