Driven bone's visibility in the outliner has no color(purple) indication of their status. #76578

Closed
opened 2020-05-09 04:30:12 +02:00 by CobraA · 12 comments

System Information
Windows 10 64 Bits.
Graphics card GeForce GTX 1080 Ti.

Blender Version
Broken: version: 2.90 hash: a1c2441390

Short description of error
When you add a driver to bone's 'restrict visibility' there is no purple color indication that it's driven in the outliner.

{F8521945 size = full}

Exact steps for others to reproduce the error

  • Open the demo file.
  • Scrub through the timeline to see the custom property changing its value, and the visibility changing because there is a driver on it.
  • The driven visiblity Icon in the outliner has no purple color for indicating that it has a driver.

Viz.blend

**System Information** Windows 10 64 Bits. Graphics card GeForce GTX 1080 Ti. **Blender Version** Broken: version: 2.90 hash: a1c2441390e6 **Short description of error** When you add a driver to bone's 'restrict visibility' there is no purple color indication that it's driven in the outliner. {[F8521945](https://archive.blender.org/developer/F8521945/Bones.gif) size = full} **Exact steps for others to reproduce the error** * Open the demo file. * Scrub through the timeline to see the custom property changing its value, and the visibility changing because there is a driver on it. * The driven visiblity Icon in the outliner has no purple color for indicating that it has a driver. [Viz.blend](https://archive.blender.org/developer/F8521951/Viz.blend)
Author

Added subscriber: @CobraA

Added subscriber: @CobraA
CobraA changed title from Driven bones visibility in the outliner has no color(purple) indication of their status. to Driven bone's visibility in the outliner has no color(purple) indication of their status. 2020-05-09 05:22:02 +02:00

Added subscriber: @dr.sybren

Added subscriber: @dr.sybren

@CobraA please don't ask questions and report a bug in the same report. I'll try and answer your questions here, and then remove them from the report to make sure it's clear what it means when the report is closed.

why bones don't have 'eye' Icons as a secondary visibility toggle?

I'm not 100% sure, but I suspect this is due to the way the eye icon works. It is not a property of the object, but of its base (that's the thing that links an object to a scene, and what allows it to be visible in one scene but not the other). Since bones don't have such a base, there is no place to store that eye icon's value.

if you drive the bone's 'restrict visibility' then you can't hide it manually per viewport

Correct.

and if it's hidden and you hit 'Alt+H' then unhide again then it gets selected for some reason.

That's just how Blender works. It always selects unhidden bones/objects.

@CobraA please don't ask questions and report a bug in the same report. I'll try and answer your questions here, and then remove them from the report to make sure it's clear what it means when the report is closed. > why bones don't have 'eye' Icons as a secondary visibility toggle? I'm not 100% sure, but I suspect this is due to the way the eye icon works. It is not a property of the object, but of its *base* (that's the thing that links an object to a scene, and what allows it to be visible in one scene but not the other). Since bones don't have such a *base*, there is no place to store that eye icon's value. > if you drive the bone's 'restrict visibility' then you can't hide it manually per viewport Correct. > and if it's hidden and you hit 'Alt+H' then unhide again then it gets selected for some reason. That's just how Blender works. It always selects unhidden bones/objects.

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'

In the 2.83 branch (0461727553) and master (de53c039ad) the outliner also doesn't show the puple colour, but the properties panel does show it:

image.png

I now realise that the attached demo video is misleading, as the active bone is not the one with the driver on it.

In the 2.83 branch (0461727553) and master (de53c039ad) the outliner also doesn't show the puple colour, but the properties panel does show it: ![image.png](https://archive.blender.org/developer/F8527723/image.png) I now realise that the attached demo video is misleading, as the active bone is not the one with the driver on it.

Added subscribers: @natecraddock, @ideasman42

Added subscribers: @natecraddock, @ideasman42

I did some digging in the outliner code, and it seems to be simply not implemented.

@Zachman @ideasman42 you seem to have worked in the bone-related areas of the outliner. Is this something that's doable? Or shall I file this as a known issue for now?

I did some digging in the outliner code, and it seems to be simply not implemented. @Zachman @ideasman42 you seem to have worked in the bone-related areas of the outliner. Is this something that's doable? Or shall I file this as a known issue for now?
Author

In #76578#928653, @dr.sybren wrote:
In the 2.83 branch (0461727553) and master (de53c039ad) the outliner also doesn't show the puple colour, but the properties panel does show it:

image.png

I now realise that the attached demo video is misleading, as the active bone is not the one with the driver on it.

My bad, the video is from the project while the demo file is the simplified version.

I asked those questions because i didn't know if you guys considere them expected behaviors or bugs/limitations but from your answer it seem impossible to "lift them" due to how Blender works.

> In #76578#928653, @dr.sybren wrote: > In the 2.83 branch (0461727553) and master (de53c039ad) the outliner also doesn't show the puple colour, but the properties panel does show it: > > ![image.png](https://archive.blender.org/developer/F8527723/image.png) > > I now realise that the attached demo video is misleading, as the active bone is not the one with the driver on it. My bad, the video is from the project while the demo file is the simplified version. I asked those questions because i didn't know if you guys considere them expected behaviors or bugs/limitations but from your answer it seem impossible to "lift them" due to how Blender works.
Nathan Craddock self-assigned this 2020-05-11 22:12:33 +02:00

@dr.sybren Yes this is doable, the restriction buttons just need to be connected to the RNA properties.

Partially related question: In fixing this, I noticed a few other visibility toggles would also fail to show keyframes and drivers, is it fine to fix all in a single commit?

@dr.sybren Yes this is doable, the restriction buttons just need to be connected to the RNA properties. Partially related question: In fixing this, I noticed a few other visibility toggles would also fail to show keyframes and drivers, is it fine to fix all in a single commit?

@Zachman yeah, I would think so.

@Zachman yeah, I would think so.

This issue was referenced by 6f8d99322c

This issue was referenced by 6f8d99322cf65d7cb24e9949d371e6bbdc726cd5

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
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Reference: blender/blender#76578
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