Schrodinger's Animation errors #66013

Closed
opened 2019-06-22 06:58:17 +02:00 by Wade · 10 comments

System Information
Operating system: Windows 10
Graphics card: GTX 760

Blender Version
Broken: 2.80, Hash: d30f72df8ac, 2019-06-19

If you filter the action editor by errors it will not show any unless you have seen them. This makes it very tedious to find errors with my keyframes. I've added a gif to show the problem better.

Exact steps for others to reproduce the error
Make an armature with several bones and create an action with keyframes for all of the bones.

Delete one of the bones.

If you don't have enough space to show all the channels in the action editor then the filter by error thing will not correctly show you the keyframes for the missing bone.

If you scroll down and see the errors with your own eyes, the filter will work.

GIF.gif

**System Information** Operating system: Windows 10 Graphics card: GTX 760 **Blender Version** Broken: 2.80, Hash: d30f72df8ac, 2019-06-19 If you filter the action editor by errors it will not show any unless you have seen them. This makes it very tedious to find errors with my keyframes. I've added a gif to show the problem better. **Exact steps for others to reproduce the error** Make an armature with several bones and create an action with keyframes for all of the bones. Delete one of the bones. If you don't have enough space to show all the channels in the action editor then the filter by error thing will not correctly show you the keyframes for the missing bone. If you scroll down and see the errors with your own eyes, the filter will work. ![GIF.gif](https://archive.blender.org/developer/F7443996/GIF.gif)
Author

Added subscriber: @WadeTaylor

Added subscriber: @WadeTaylor

Added subscriber: @StephenSwaney

Added subscriber: @StephenSwaney

Exact steps for others to reproduce the error
Make an armature with several bones and create an action with keyframes for all of the bones.

Having a .blend makes this much easier to reproduce. Got one?

> Exact steps for others to reproduce the error > Make an armature with several bones and create an action with keyframes for all of the bones. Having a .blend makes this much easier to reproduce. Got one?
Author

Certainly.

SchrodingersAnimationError.blend

Steps to reproduce using blend:

  • Delete the "Hat" bone in the armature
  • Filter the Action Editor by errors

No errors will show up, but if you go and expand the "Hat" channel they will be underlined in red, (you may also need to exit and enter edit mode for the errors to show up) and once you've seen the errors yourself the error filter will work as expected.

Hope this helps.

Certainly. [SchrodingersAnimationError.blend](https://archive.blender.org/developer/F7543583/SchrodingersAnimationError.blend) Steps to reproduce using blend: - Delete the "Hat" bone in the armature - Filter the Action Editor by errors No errors will show up, but if you go and expand the "Hat" channel they will be underlined in red, (you may also need to exit and enter edit mode for the errors to show up) and once you've seen the errors yourself the error filter will work as expected. Hope this helps.

Added subscriber: @ZedDB

Added subscriber: @ZedDB

It seems like the error tag state is only set if the channels are visible. You can hide the channels after the fact and the filter will now work (because the error tag has been set on them).

It seems like the error tag state is only set if the channels are visible. You can hide the channels after the fact and the filter will now work (because the error tag has been set on them).
Sebastian Parborg self-assigned this 2019-06-27 10:24:27 +02:00

Added subscriber: @brecht

Added subscriber: @brecht

@brecht to solve this elegantly and not force re-evaluation of channels (valid/invalid), we would have to create some sort of depsgraph system for the animation editors. Now the filter list is refreshed on every interaction in the editor.
So I'm guessing this is something that is for after 2.80.

@brecht to solve this elegantly and not force re-evaluation of channels (valid/invalid), we would have to create some sort of depsgraph system for the animation editors. Now the filter list is refreshed on every interaction in the editor. So I'm guessing this is something that is for after 2.80.

This isn't a high priority issue for 2.80 anyway.

I don't know why the animation editor would need to re-evaluate anything. I would expect the dependency graph to tag errors during evaluation, and then the animation editor would pick them up?

This isn't a high priority issue for 2.80 anyway. I don't know why the animation editor would need to re-evaluate anything. I would expect the dependency graph to tag errors during evaluation, and then the animation editor would pick them up?
Sebastian Parborg was unassigned by Dalai Felinto 2019-12-23 16:34:03 +01:00
Philipp Oeser removed the
Interest
Animation & Rigging
label 2023-02-09 14:36:41 +01:00
this has been fixed with: [#116815: Fix #115183: Show errors only shows errors when channels have been expanded](https://projects.blender.org/blender/blender/pulls/116815)
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labels 2024-02-22 15:57:12 +01:00
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Reference: blender/blender#66013
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