"Allow negative frames" does not allow entering negative start-/end frame #81534
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Reference: blender/blender#81534
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System Information
GENTOO Linux (graka-driver:NVIDIA-Linux-x86_64-455.28)
Graphics card:NVIDIA Corporation TU106 [GeForce RTX 2060 SUPER] (rev a1)
Blender Version
Broken: blender-2.91.0-d8fcd8a3162f-linux64 / blender-2.90.1
Worked: not known
Short description of error
Despite "allow negative framer" one cannot enter a negative start-/end frame
Exact steps for others to reproduce the error
Go User Preferences and activate "Allow negative frames"
For the default cube enter keyframes at "-10" and "10".
Accept stripe in the NLA editor
Go to the Timeline
Enter a negative frame number into the "current frame" field: OK
Try the same for the "start frame" or "end frame": Does not work, minimum is "0"
BUT:
Select the NLA stripe
click "Auto set preview range"
Start- and end-frame are set even with negative values.
Added subscriber: @mcq
Added subscriber: @lichtwerk
Changed status from 'Needs Triage' to: 'Archived'
The
Preview Range
is allowed to go into negative range, however the rendering range is not (some rendering formats dont allow for negative frames)."Auto set preview range" will set
Start
&End
for the Preview Range (and enable it as well), not for the Rendering Range.These are two different things, toggled by the "Clock" button:
It is a bit of a convoluted workflow, but working as intended atm.
Hope this makes sense? Will close for now (but feel free to comment again if issues persist)
Note: this was even made stricter recently (it was still possible to set the rendering range to negative values using certain operators), see
ca38bce46a
I can rendering negative frames when doing as follows:
Select all NLA stripes (includiing those with negative frame counts)
Edit the start frame field by preserving the "-" to a negative frame of your liking
Render Viewport Animation
(using mkv and playing with mpv creates no problems, the frame number display ("i")
also works but count frames starting with 1.)
Rendering with cycles starts with frame 1 and ignores the negative frames though.
Added subscribers: @dr.sybren, @brecht
Think this already shows that rendering negative frames can be problematic? (assume there are more cases).
That being said, you could still
Render Viewport Animation
with negative frames, true. (you get those issues you have described)"Real" rendering [Cyles, Eevee, other rendering engines... will always go from a minimum of 0 as start frame]
Maybe it makes sense to keep the possibility for
Render Viewport Animation
, as a hidden "last resort" to render negative frames, not sure about this.I also feel this is a bit of a convoluted workflow, but still, if there are things outside our reach [specific formats] that dont like negative frames, we should not allow for these.
For a final word, maybe @brecht or @dr.sybren can share their views, for now I would say this is all working as expected [and no bug].
If there are bugs with
Render Viewport Animation
and negative frames, then these could also be reported separately.May be an additonal idea:
I use negative frames as a way to initialize a certain setup to start with "the real animation".
And I see no problem in disabling rendering for negative frames at all -- if it is consistence
throughout blender.
But I would make it more clear to the user GUI-wise:
[current frame] [start frame] [end frame}
will not only confuse me.... ;)
@lichtwerk, I agree that it's not much of an issue if viewport render can still render negative frames.