AUTO IK not applying movement after keyframe (armature gets broken) #57780

Closed
opened 2018-11-11 14:34:46 +01:00 by Artur Tavares · 7 comments

System Information
Windows 10
GTX 970
I7 4790k
16gb RAM

Blender Version
Broken: 2.8 2c2c996a1b and other previous versions

Short description of error

AUTO FK armature fails when trying to move it after having assigned another keyframe in DOPESHEET MODE/ACTION.

Exact steps for others to reproduce the error

  1. Move around the character using AUTO IK without any keyframe being assigned
  2. Create a keyframe for locrot for all bones
  3. try to move the character using AUTO IK, it moves, but when you release the mouse, it comes back to the position of the keyframes assigned previously.

Observations:

  1. If you only rotate the bones, it works as expected, but when you grab it does not.
  2. I suppose its a problem with symetric bones with suffixes like _R, _L or .L or .R... IDK... Because spine bones work, but arms dont.
  3. It came back to work after I have duplicated the armature and have reassigned the mesh to this new armature. But when I started animating it got broken again...
  4. I happened in previous versions of 2.8 as well...

Here a video with it...

bandicam 2018-11-11 10-20-01-978.mp4

The blend file

test artur.blend

**System Information** Windows 10 GTX 970 I7 4790k 16gb RAM **Blender Version** Broken: 2.8 2c2c996a1b2 and other previous versions **Short description of error** AUTO FK armature fails when trying to move it after having assigned another keyframe in DOPESHEET MODE/ACTION. **Exact steps for others to reproduce the error** 1. Move around the character using AUTO IK without any keyframe being assigned 2. Create a keyframe for locrot for all bones 3. try to move the character using AUTO IK, it moves, but when you release the mouse, it comes back to the position of the keyframes assigned previously. Observations: 1. If you only rotate the bones, it works as expected, but when you grab it does not. 2. I suppose its a problem with symetric bones with suffixes like _R, _L or .L or .R... IDK... Because spine bones work, but arms dont. 3. It came back to work after I have duplicated the armature and have reassigned the mesh to this new armature. But when I started animating it got broken again... 4. I happened in previous versions of 2.8 as well... Here a video with it... [bandicam 2018-11-11 10-20-01-978.mp4](https://archive.blender.org/developer/F5495030/bandicam_2018-11-11_10-20-01-978.mp4) The blend file [test artur.blend](https://archive.blender.org/developer/F5495049/test_artur.blend)
Author

Added subscriber: @artutava

Added subscriber: @artutava
Author

Tested something here... everytime you create a new action.. you need to press w and "clear user transforms" for it to work as expected.... is that a normal behavior?

Tested something here... everytime you create a new action.. you need to press w and "clear user transforms" for it to work as expected.... is that a normal behavior?
Member

Added subscribers: @angavrilov, @Sergey, @lichtwerk

Added subscribers: @angavrilov, @Sergey, @lichtwerk
Member

Would kindly ask @angavrilov to maybe have a look (since he seems to be knee-deep in animation-related depsgraph?)

Otherwise (this is not using NLA), maybe @Sergey could also check on this?

Would kindly ask @angavrilov to maybe have a look (since he seems to be knee-deep in animation-related depsgraph?) Otherwise (this is not using NLA), maybe @Sergey could also check on this?

Added subscriber: @brecht

Added subscriber: @brecht

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
Brecht Van Lommel self-assigned this 2019-03-18 19:18:40 +01:00

This appears to be working correct now, solved along with the other keyframing bugs.

This appears to be working correct now, solved along with the other keyframing bugs.
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Reference: blender/blender#57780
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