Only Selected display option in animation editors keeps displaying unused fcurves #75476
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Reference: blender/blender#75476
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System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75
Blender Version
Broken: version: 2.83 (sub 12), branch: master, commit date: 2020-04-06 21:23, hash:
10f0e003a9
Short description of error
Unused fcurves within an action (result from deleted bones) are not filtered out by the Only Selected option in "animation editors". They keep being displayed even when their parent bones are obviously not selected (since they do not exist)
Exact steps for others to reproduce the error
What you see in both animation editors are unused fcurves, even when both have the Only Selected option on.
I assume it is just failing to filter that case.
OnlySelected.blend
Added subscriber: @zanqdo
This comment was removed by @zanqdo
Added subscribers: @dr.sybren, @mano-wii
I'm not sure what I should see this file, it might be a good idea to simplify the file to show what the problem is even for those who don't work much with animation.
Changed status from 'Needs Triage' to: 'Needs User Info'
This example file is too complex to analyze. Please create a minimal example, and include steps to reproduce (so for example "Channel A is shown, but does not belong to selected object B even though 'Only Selected' is enabled").
Sure thing. Here´s a step by step.
OnlySelected.blend
We have this scene which contains an armature with only 2 bones which named ONE and TWO. Both are selected.
The Action however contains fcurves for 4 Bones. Why? Because 2 bones have been deleted, leaving those fcurves behind and unused.
Now we have actually 2 problems with the animation editor´s filtering options which I explain in the following video.
Disabled FCurves.mp4
Don't mix up reports, each task should be about one thing only. And please don't require developers to watch a 3+ minute video for something that could be explained in a few lines of text. Videos can be very helpful when used in addition to a description, but shouldn't replace one.
Changed status from 'Needs User Info' to: 'Archived'
Blender shows the curves related to the selected object. In the case of armatures, this means for selected bones and errors. If you add another object to the scene and select that, all the 4 FCurves for the bones are hidden because they're no longer related to the selected object. As it's working as designed, I don't consider this a bug.
The Only Selected feature works on a channel level as you can read in the tooltip
So when in Pose Mode, it will show you the channels related to whatever bones are selected.
You can prove this by selecting only one of the two bones in the provided simplified blend file.
So why would channels unrelated to the current selection be shown at all?
It says "related to selected objects and data". It doesn't say "only selected bones". While you're in pose mode, the armature object itself is still selected too.
It looks like it's implemented as "hide channels of not-selected bones"; you can also see this in
skip_fcurve_selected_data()
in anim_filter.c. A pose channel without a bone is never hidden.Of course you can say that this is an annoying implementation, but from the looks of it it was a deliberate design choice, and thus not a bug.
OK, I understand, but then if that is the case, how do we explain this behavior?
Here, bone ONE is selected. Channels related to bone TWO are hidden
Here, bone TWO is selected. Channels related to bone ONE are hidden.
So it kinda shows that the feature is supposed to work on selected bones?
In other words, if the feature was not designed to filter selected bones, why is it hiding the unselected bones?
Then aren't orphan bones unselected?
There are three types of channels right now:
Any filter that masks based on the selected state of the bones is free to do with that third category, because it cannot be reasoned about in terms of selectedness.
Changed status from 'Archived' to: 'Confirmed'
This behaviour can be changed, so that "Selected Only" means really only "belonging to bones that are selected", after #75926 (FCurves are only marked invalid after they have been shown in the UI) has been implemented.
Added subscriber: @BassamKurdali
whether this is a bug or not, it's not desirable behavior, as the animator has no way to hide the unwanted channels; and there could be good reasons (not too lazy to delete error channels) for instance, if the action is intended for multiple armatures with extra bones. Maybe the only show error channels could be used to filter this behavior?
[edit] Aah, I see, fixing it involves fixing the other bug first.