Renaming bone in Edit Mode then undoing does not update animation channel/group names #97723

Closed
opened 2022-04-29 21:36:21 +02:00 by Cigitia · 7 comments

System Information
Operating system: macOS Monterey 12.2.1
Graphics card: MacBook Air (M1, 2020)

Blender Version
Broken: 3.1.2, cc66d1020c, master, 2022-03-31

Short description of error
Renaming bones in Edit Mode also renames its animation channels and its channel group, which is very nice. However, undoing the bone renaming does not revert the names of its animation channels and its channel group. (Undo does work if the bone is renamed in Pose Mode rather than Edit Mode.)

This is probably related to #82816 (Undo in Armature EditMode ignores changes to other IDs).

Exact steps for others to reproduce the error
Setup:

  1. Start a new blank Blender file. Remove the default cube.
  2. Add an armature (single bone) at the world origin. Make sure that armature is the active object.
  3. Switch to the Animation workspace. The 3D Viewport should be in Pose Mode.
  4. Select the single Bone.
  5. Insert a keyframe (Location, Rotation & Scale) for Bone.
  6. Observe that the Dope Sheet now contains a group of channels named “Bone”, and the ten channels inside it are all for Bone. (Expand the new “Bone” channel group in the Dope Sheet as needed.)

Renaming bone in Pose Mode then undoing works:

  1. Use the Rename Active Item… operator in the Topbar Edit Menu to rename Bone to “Bone.X” (while still remaining in Pose Mode). Observe that the group of channels is also now named “Bone.X”, and the ten channels inside it are all for Bone.X – as expected.
  2. Undo. Observe that the group of channels is also now back to being named “Bone”, and the ten channels inside it are all for Bone – as expected.

Renaming bone in Edit Mode then undoing breaks animation channels:

  1. Switch to armature Edit Mode.
  2. Use the Rename Active Item… operator in the Topbar Edit Menu to rename Bone to “Bone.X” (while still remaining in Pose Mode). Observe that the group of channels is also now named “Bone.X”, and the ten channels inside it are all for Bone.X – as expected.
  3. Undo. Observe that the group of channels is unexpectedly still named “Bone.X”, and the ten channels inside it are all for a nonexistent “Bone.X”.
  4. Switch to Pose Mode. Observe that the channels are now marked with red for error, and they are named “pose.bones["Bone.X"].location”, etc.
**System Information** Operating system: macOS Monterey 12.2.1 Graphics card: MacBook Air (M1, 2020) **Blender Version** Broken: 3.1.2, cc66d1020c3b, master, 2022-03-31 **Short description of error** Renaming bones in Edit Mode also renames its animation channels and its channel group, which is very nice. However, undoing the bone renaming does not revert the names of its animation channels and its channel group. (Undo does work if the bone is renamed in Pose Mode rather than Edit Mode.) This is probably related to #82816 (Undo in Armature EditMode ignores changes to other IDs). **Exact steps for others to reproduce the error** Setup: 1. Start a new blank Blender file. Remove the default cube. 2. Add an armature (single bone) at the world origin. Make sure that armature is the active object. 3. Switch to the Animation workspace. The 3D Viewport should be in Pose Mode. 4. Select the single Bone. 5. Insert a keyframe (Location, Rotation & Scale) for Bone. 6. Observe that the Dope Sheet now contains a group of channels named “Bone”, and the ten channels inside it are all for Bone. (Expand the new “Bone” channel group in the Dope Sheet as needed.) Renaming bone in Pose Mode then undoing works: 1. Use the Rename Active Item… operator in the Topbar Edit Menu to rename Bone to “Bone.X” (while still remaining in Pose Mode). Observe that the group of channels is also now named “Bone.X”, and the ten channels inside it are all for Bone.X – as expected. 2. Undo. Observe that the group of channels is also now back to being named “Bone”, and the ten channels inside it are all for Bone – as expected. Renaming bone in Edit Mode then undoing breaks animation channels: 1. Switch to armature Edit Mode. 2. Use the Rename Active Item… operator in the Topbar Edit Menu to rename Bone to “Bone.X” (while still remaining in Pose Mode). Observe that the group of channels is also now named “Bone.X”, and the ten channels inside it are all for Bone.X – as expected. 3. Undo. Observe that the group of channels is unexpectedly **still** named “Bone.X”, and the ten channels inside it are all for a nonexistent “Bone.X”. 4. Switch to Pose Mode. Observe that the channels are now marked with red for error, and they are named “pose.bones["Bone.X"].location”, etc.
Author

Added subscriber: @Cigitia

Added subscriber: @Cigitia
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

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

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

Can confirm the behavior, this could really be the same underlying problem as #82816 (Undo in Armature EditMode ignores changes to other IDs).

Can confirm the behavior, this could really be the same underlying problem as #82816 (Undo in Armature EditMode ignores changes to other IDs).

Added subscriber: @mont29

Added subscriber: @mont29

Indeed same old issue, undo/redo in edit modes ignores any change to other IDs...

Indeed same old issue, undo/redo in edit modes ignores any change to other IDs...

Closed as duplicate of #82816

Closed as duplicate of #82816
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Reference: blender/blender#97723
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