Bezier curve show as Constant #71650

Closed
opened 2019-11-17 20:41:54 +01:00 by CHET · 14 comments

System Information
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63

Blender Version
Broken: version: 2.81 (sub 16), branch: master, commit date: 2019-11-13 16:25, hash: 9bd0d8b550
Worked: (optional)

Short description of error
Bezier curve show as Constant
image.png

Переход кадра.blend

**System Information** Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63 **Blender Version** Broken: version: 2.81 (sub 16), branch: master, commit date: 2019-11-13 16:25, hash: `9bd0d8b550` Worked: (optional) **Short description of error** Bezier curve show as Constant ![image.png](https://archive.blender.org/developer/F8120811/image.png) [Переход кадра.blend](https://archive.blender.org/developer/F8120824/Переход_кадра.blend)
Author

Added subscriber: @cheteron

Added subscriber: @cheteron
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

There is indeed something weird going on [not really sure what exactly is going on], regarding the "normalized" display...
[at first sight these keyframes are all at zero? so might be a rounding issue when normalizing tiny values?]

There is indeed something weird going on [not really sure what exactly is going on], regarding the "normalized" display... [at first sight these keyframes are all at zero? so might be a rounding issue when normalizing tiny values?]

Added subscriber: @ErickNyanduKabongo

Added subscriber: @ErickNyanduKabongo

I have seen some glitch like this before when i zoom really deep, the curve sometimes becomes weird. In your file if you selected everything and do to the interpolation bezier one more time it works well. bezier.png

I have seen some glitch like this before when i zoom really deep, the curve sometimes becomes weird. In your file if you selected everything and do to the interpolation bezier one more time it works well. ![bezier.png](https://archive.blender.org/developer/F8127940/bezier.png)
Member

Added subscriber: @ZedDB

Added subscriber: @ZedDB
Member

behaviour changed in edb3b7a323 btw.

CC @ZedDB

behaviour changed in edb3b7a323 btw. CC @ZedDB
Sebastian Parborg self-assigned this 2019-11-18 14:10:12 +01:00

I can take a look at this later, I don't have time right now.

I can take a look at this later, I don't have time right now.
Sebastian Parborg was unassigned by Dalai Felinto 2019-12-23 13:43:28 +01:00

Added subscriber: @dr.sybren

Added subscriber: @dr.sybren

Changed status from 'Confirmed' to: 'Archived'

Changed status from 'Confirmed' to: 'Archived'
Sybren A. Stüvel self-assigned this 2019-12-24 16:03:41 +01:00

This is just the limitation of floating point operations in a computer. Zooming in very far or using normalisation makes it less visible that the keyframe was actually at Y=0.0000000187. The report basically says that there aren't enough steps between 0.0000000000 and 0.0000000187.

This is just the limitation of floating point operations in a computer. Zooming in very far or using normalisation makes it less visible that the keyframe was actually at Y=0.0000000187. The report basically says that there aren't enough steps between 0.0000000000 and 0.0000000187.
Author

Seriously? 2019 end, and this glitch, can't you optimize it to display correctly?

Seriously? 2019 end, and this glitch, can't you optimize it to display correctly?

The thing is, with floating point precision the way it is, the graph might actually properly show the values as they are applied over time. Blender works with float values, and the smallest number that can be represented is in the order of magnitude of 0.0000000187. This means that there are no possible numbers between 0.0 and 0.0000000187, and the constant interpolation is actually correctly representing what's happening.

The thing is, with floating point precision the way it is, the graph might actually properly show the values as they are applied over time. Blender works with `float` values, and the smallest number that can be represented is in the order of magnitude of 0.0000000187. This means that there are no possible numbers between 0.0 and 0.0000000187, and the constant interpolation is actually correctly representing what's happening.
Author

What about u talk? What 0.000000187, if there value between ~0.4 and ~0.6???
Round the value and make a normal display. Stop justifying the glitch. For almost every blender flaw - this is normal, instead of fixing and making user-friendly

What about u talk? What 0.000000187, if there value between ~0.4 and ~0.6??? Round the value and make a normal display. Stop justifying the glitch. For almost every blender flaw - this is normal, instead of fixing and making user-friendly
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Reference: blender/blender#71650
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