Select key in dopesheet deselect bone in the viewport (only show selected disabled) #71615

Open
opened 2019-11-15 17:36:47 +01:00 by Cenek Strichel · 16 comments

System Information
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48

Blender Version
Broken: version: 2.81 (sub 16), branch: master, commit date: 2019-11-08 22:59, hash: 0a0d735acd
Worked: (optional)

Short description of error
If you select key in Dopesheet without Only selected, it deselect your bone in viewport

Exact steps for others to reproduce the error

  1. open deselectBone.blend
  2. select bone in Pose mode
  3. select any key in dopesheet without "Only selected"
  4. bone is now deselected in viewport
**System Information** Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48 **Blender Version** Broken: version: 2.81 (sub 16), branch: master, commit date: 2019-11-08 22:59, hash: `0a0d735acd` Worked: (optional) **Short description of error** If you select key in Dopesheet without Only selected, it deselect your bone in viewport **Exact steps for others to reproduce the error** 1) open [deselectBone.blend](https://archive.blender.org/developer/F8092721/deselectBone.blend) 2) select bone in Pose mode 3) select any key in dopesheet without "Only selected" 4) bone is now deselected in viewport
Author

Added subscriber: @Cenda

Added subscriber: @Cenda

#99699 was marked as duplicate of this issue

#99699 was marked as duplicate of this issue

#88817 was marked as duplicate of this issue

#88817 was marked as duplicate of this issue
Member

Added subscribers: @JulianEisel, @dr.sybren, @lichtwerk

Added subscribers: @JulianEisel, @dr.sybren, @lichtwerk
Member

Can confirm, 2.79 behaved the same here.

CC @JulianEisel (involved in Animation Editors selection stuff)
CC @dr.sybren

Can confirm, 2.79 behaved the same here. CC @JulianEisel (involved in Animation Editors selection stuff) CC @dr.sybren
Hjalti Hjálmarsson was assigned by Sybren A. Stüvel 2020-01-02 13:48:05 +01:00

Added subscriber: @Hjalti

Added subscriber: @Hjalti

@Hjalti There are some rules in place for synchronising pose bone selection with the channel list selection. Do you remember which rules were intended?

@Hjalti There are some rules in place for synchronising pose bone selection with the channel list selection. Do you remember which rules were intended?

I'm marking this as known issue. We need to look into it, but that would require a proper design. I've added this task to https://wiki.blender.org/wiki/User:Sybren/Animation_Weak_Areas#Selection_synchronisation_between_pose_bones_and_animation_channels to ensure we won't forget it.

I'm marking this as known issue. We need to look into it, but that would require a proper design. I've added this task to https://wiki.blender.org/wiki/User:Sybren/Animation_Weak_Areas#Selection_synchronisation_between_pose_bones_and_animation_channels to ensure we won't forget it.
Hjalti Hjálmarsson was unassigned by Sybren A. Stüvel 2020-11-17 15:18:35 +01:00
Member

Added subscribers: @juba-yourgen, @PratikPB2123

Added subscribers: @juba-yourgen, @PratikPB2123
Author

Any news with this problem? I see that it is same in the 3.0

Any news with this problem? I see that it is same in the 3.0
Member

Added subscriber: @ChristiaanMoleman

Added subscriber: @ChristiaanMoleman

So, any news on this being fixed in 2022??? Since this has been a known issue since 2019 (!) and is extremely annoying for the end user and seemingly a relatively small thing to fix? Even if there isn't an elegant solution surely there must a simple fix or 'hack' that could be applied to solve this? Make an add-on if you must, just please do something about it. This is making animating in Blender way more of a hassle than it needs to be.

So, any news on this being fixed in 2022??? Since this has been a known issue since **2019** (!) and is *extremely* annoying for the end user and seemingly a relatively small thing to fix? Even if there isn't an elegant solution surely there must a simple fix or 'hack' that could be applied to solve this? Make an add-on if you must, just please do something about it. This is making animating in Blender way more of a hassle than it needs to be.

Seriously, what is there to design here? Just make selection consistent so that both single click and drag box keyframe selection do not affect selection in the viewport for bones same as they already do for regular objects.

Seriously, what is there to design here? Just make selection **consistent** so that both single click and drag box keyframe selection do not affect selection in the viewport for bones same as they already do for regular objects.
Member

Added subscriber: @BClark

Added subscriber: @BClark
Philipp Oeser removed the
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label 2023-02-09 14:36:17 +01:00
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This has been reported again in #121781.

I have looked at it for a bit, here is my comment from #121781 (also asked this in chat):

atm. we have the current situation:
- selecting keys in animation editors (even if on FCurves on the same bone) clears the corresponding (bone)channelgroup selection, deselects the bone (I think we can agree that this is not desired?)
- selecting individual channels (even if on FCurves on the same bone) clears the corresponding (bone)channelgroup, deselects the bone (I think we can agree that this is not desired?)
- generally, you can select a channel from one bone (in the channels list) and select a different bone in the viewport (so channel <> (bone)channelgroup is not guaranteed to be corresponding)
- generally, you can select a key in an FCurve and select a different channel in the channel list (so key <> channel is not guaranteed to be corresponding)
- generally, bone selection in the viewport seems to always correspond to (bone)channelgroup selection (which is good)

So trying to get some sort of rule out of this:
- key selection in an FCurve should ripple up to the corrsponding channel (channel should also get selected -- this is the case now)
- channel selection should not mess with key selection (this is the case now)
- key selection should not mess with (bone)channelgroup selection (this is my proposal), alternatively: if a channel get selected (because one of its keys is selected) > also select the (bone)channelgroup it is in?
- channel selection should not mess with (bone)channelgroup selection (this is my proposal), alternatively: if a channel get selected > also select the (bone)channelgroup it is in?
- OR: if we still want to clear (bone)channelgroup selection in the above two, just dont do "real" bone deselection synced to the viewport as well? this would break the "which is good" part above though

there is also inconsistencies:
- in the Graph Editor, you can select a key from one FCurve, then SHIFT select a key from a different FCurve >> both channels get selected in the channels list
- in the Dopesheet however, you can select a key from one FCurve, then SHIFT select a key from a different FCurve >> only the first channel is selected in the channels list

Feedback welcome!
This has been reported again in #121781. I have looked at it for a bit, here is my comment from #121781 (also asked this in chat): ``` atm. we have the current situation: - selecting keys in animation editors (even if on FCurves on the same bone) clears the corresponding (bone)channelgroup selection, deselects the bone (I think we can agree that this is not desired?) - selecting individual channels (even if on FCurves on the same bone) clears the corresponding (bone)channelgroup, deselects the bone (I think we can agree that this is not desired?) - generally, you can select a channel from one bone (in the channels list) and select a different bone in the viewport (so channel <> (bone)channelgroup is not guaranteed to be corresponding) - generally, you can select a key in an FCurve and select a different channel in the channel list (so key <> channel is not guaranteed to be corresponding) - generally, bone selection in the viewport seems to always correspond to (bone)channelgroup selection (which is good) So trying to get some sort of rule out of this: - key selection in an FCurve should ripple up to the corrsponding channel (channel should also get selected -- this is the case now) - channel selection should not mess with key selection (this is the case now) - key selection should not mess with (bone)channelgroup selection (this is my proposal), alternatively: if a channel get selected (because one of its keys is selected) > also select the (bone)channelgroup it is in? - channel selection should not mess with (bone)channelgroup selection (this is my proposal), alternatively: if a channel get selected > also select the (bone)channelgroup it is in? - OR: if we still want to clear (bone)channelgroup selection in the above two, just dont do "real" bone deselection synced to the viewport as well? this would break the "which is good" part above though there is also inconsistencies: - in the Graph Editor, you can select a key from one FCurve, then SHIFT select a key from a different FCurve >> both channels get selected in the channels list - in the Dopesheet however, you can select a key from one FCurve, then SHIFT select a key from a different FCurve >> only the first channel is selected in the channels list Feedback welcome! ```
Philipp Oeser changed title from Select key in dopesheet deselect bone in the viewport to Select key in dopesheet deselect bone in the viewport (only show selected disabled) 2024-05-16 10:05:27 +02:00
Member

We discussed this at this week's animation & rigging module meeting. We decided that we should prioritize this, start a proper design task, and finally get this taken care of.

No promises on a specific timeline, of course. But let's not let this last another five years.

Some things to note from the module meeting discussion:

  • This may impact grease pencil, as some of its workflows apparently need channel/selection syncing to be a smooth/efficient user experience.
  • The reported behavior happens with bone selection in pose mode, but not with objects in object mode. So this is yet another weird case where animation features behave differently with bones than they do with objects. Whatever the design ends up being, it should be consistent between objects and bones.
We discussed this at [this week's animation & rigging module meeting](https://devtalk.blender.org/t/2024-05-24-animation-rigging-module-meeting/34813#keychannelbone-selection-in-the-dope-sheet-and-graph-editor-5). We decided that we should prioritize this, start a proper design task, and finally get this taken care of. No promises on a specific timeline, of course. But let's not let this last another five years. Some things to note from the module meeting discussion: - This may impact grease pencil, as some of its workflows apparently need channel/selection syncing to be a smooth/efficient user experience. - The reported behavior happens with bone selection in pose mode, but not with objects in object mode. So this is yet another weird case where animation features behave differently with bones than they do with objects. Whatever the design ends up being, it should be consistent between objects and bones.
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Reference: blender/blender#71615
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