Cloth cache bug #91227
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Reference: blender/blender#91227
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System Information
Operating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.22
Blender Version
Broken: version: 2.93.2, branch: master, commit date: 2021-08-03 05:58, hash:
1eb06de260
Worked: (newest version of Blender that worked as expected)
Short description of error
Exact steps for others to reproduce the error
wind-cloth-bug-01.zip – baked not baked cache
Added subscriber: @AlexMelkin
UPD. Also there is a problem with alternative caches. When you add a new cache to a cloth object only (!) this object will be allowed for modification. All other cloth objects remain the same with baked state. But, when you hit "Bake all Dynamics" it bakes everything, right? So, alternative cache will have all other caches? What will happen if I add another cache to different cloth object? Will it bake all other caches as well? And which one it would be if other cloth objects have a few caches? And how this will affect time of simulation? Or I should do everything one by one?
It's not common to use an alternative cache, but this emphasising the problem.
Also, for now the only way to bake cloth simulation for sure is export to Alembic or, probably, to another format. Without closing file.
Added subscriber: @dave9828
For the cache, it won't work because the starting bake frame is -50. Change it to more than 0. And as for the cache I've managed to fix it. Go to the physics properties. Then scroll down and find the cache tab. Click "Delete All Bakes" and "Update All to frame". And then click Bake All Dynamics. And for the blender that I have fixed is in the attachments.wind-cloth-fixed-01.zip
It works with negative range, and it is very (VERY!) important that it works. Because motion in shots don't start with 0 frame. For example, wind already blows and cloth already affected by it when shot starts. And it is hell to have pipeline based on constant shift of timeline. But there is more. Commonly you have to work with tracking data, and commonly tracking data starts from 0 (or 1st) frame. So negative range for ANY simulation is necessary.
Simulation goes well and cache been baked well. So the problem only that cache isn't working after reopening file. It is a bug.
It's not possible with a negative range as the player minimal is 0. So it's not a bug. Just set your start frames to whatever you want and make the end frames longer. Then as always delete the bakes and bake it.
Have you opened Blender? There is practically unlimited negative range! Player starts with 0 frame for rendering, and this has a point – you don't need negative frames for render. Render frame range should not be (however it might) the same as simulation or animation frame range. Blender has negative frames because of the reason – they needed for a lot of things.
How is it impossible if it works? Everything goes well except a few things. I did a job with negative range and everything went well. But I had to use some tricks to override the bugs, like exporting my simulation to Alembic to get it baked.
Again – Blender already have this ability to make simulations with negative frame range! It works! And this is awesome that we have this ability, it is very useful. So, this is a bug, and from my point of view a major one.
Added subscriber: @iss
There are more than 1 issues reported here all but point 5 are reported already (which seems to be more a feature request). I will merge to existing report.
Closed as duplicate of #70631