driver does not update on frame jump #40301

Closed
opened 2014-05-21 20:47:57 +02:00 by Robert Forsman · 7 comments

System Information
Linux bubastis 3.10.25-gentoo #10 SMP Thu Jan 30 22:17:35 UTC 2014 x86_64 Intel(R) Core(TM) i7-4800MQ CPU @ 2.70GHz GenuineIntel GNU/Linux
01:00.0 VGA compatible controller: NVIDIA Corporation GK107GLM [Quadro K1100M] (rev a1) (prog-if 00 [VGA controller])

Blender Version
Broken: 2.70
Broken: git 08bf531956

A bone whose location, rotation and scale are controlled by drivers does not properly update immediately after a frame jump.

The shape of the cube in the soon-to-be uploaded .blend file is controlled by an armature whose middle bone has several drivers (position, rotation, and scale) based on the positions of other bones in the armature. The quickest way to illustrate the problem is to view the 3D model at frame 18, then jump to frame 1, then frame 2, then frame 1. Hopefully the problem is painfully apparent.

The drivers on bone "waist pre" are all Maximum based on a single variable which is itself a transform channel from the "head" bone. The variable is modified by a Generator with poly order 1 (linear).

One consequence is that if you start to render the animation (either from the command line or within the UI) if your frame_current is not identical to the first rendered frame, the shape of the cube could be wrong. The same risk exists if you skip rendering some frames (because they've already been rendered)

I'm not entirely sure if this is a bug in blender, or an oddity in the way these specific drivers are constructed.

**System Information** Linux bubastis 3.10.25-gentoo #10 SMP Thu Jan 30 22:17:35 UTC 2014 x86_64 Intel(R) Core(TM) i7-4800MQ CPU @ 2.70GHz GenuineIntel GNU/Linux 01:00.0 VGA compatible controller: NVIDIA Corporation GK107GLM [Quadro K1100M] (rev a1) (prog-if 00 [VGA controller]) **Blender Version** Broken: 2.70 Broken: git 08bf531956b1c1cff3319d119e8aba55b7a09b9e A bone whose location, rotation and scale are controlled by drivers does not properly update immediately after a frame jump. The shape of the cube in the soon-to-be uploaded .blend file is controlled by an armature whose middle bone has several drivers (position, rotation, and scale) based on the positions of other bones in the armature. The quickest way to illustrate the problem is to view the 3D model at frame 18, then jump to frame 1, then frame 2, then frame 1. Hopefully the problem is painfully apparent. The drivers on bone "waist pre" are all Maximum based on a single variable which is itself a transform channel from the "head" bone. The variable is modified by a Generator with poly order 1 (linear). One consequence is that if you start to render the animation (either from the command line or within the UI) if your frame_current is not identical to the first rendered frame, the shape of the cube could be wrong. The same risk exists if you skip rendering some frames (because they've already been rendered) I'm not entirely sure if this is a bug in blender, or an oddity in the way these specific drivers are constructed.
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @mutantbob

Added subscriber: @mutantbob
Author

This is a .blend file which appends a problematic armature and mesh from a larger project.

This is a .blend file which appends a problematic armature and mesh from a larger project.
Member

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Joshua Leung self-assigned this 2014-05-22 04:02:52 +02:00
Member

This is a well known dependency graph limitation which cannot be fixed in current Blender. Specifically, with bones, the driver targets cannot be in the same armature or else the driven bones will not get the latest changes until after they've been evaluated.

This is a well known dependency graph limitation which cannot be fixed in current Blender. Specifically, with bones, the driver targets cannot be in the same armature or else the driven bones will not get the latest changes until after they've been evaluated.

Added subscriber: @Uncle_Sax

Added subscriber: @Uncle_Sax

is there a way to replicate this issue easily? I'm getting some counting error in a render and I'd like to know what's causing it.

is there a way to replicate this issue easily? I'm getting some counting error in a render and I'd like to know what's causing it.
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#40301
No description provided.