Keying sets other than Whole Character (or keyframing in general) do not respect channel locks #97886

Open
opened 2022-05-05 22:57:35 +02:00 by Cigitia · 8 comments

System Information
Operating system: macOS Monterey 12.3.1
Graphics card: MacBook Air (M1, 2020)

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

Short description of error
Keying sets (other than Whole Character) do not respect channel locking. Whole Character is the only keying set that respects channel locking, which is surprising, unexpected, and undocumented behavior. This is actually a big pain point when it comes to animating complex rigs.

blender/blender-addons#70447 is related, but @lichtwerk mentioned in https://developer.blender.org/T70447#806580 that it would be good to file a separate report about this problem.

Exact steps for others to reproduce the error

  1. Create a new Blender file with the General template.
  2. Make the default Cube object the active object.
  3. In Object Properties, lock the Cube object’s rotation channels.
  4. Create a new keyframe using the Location, Rotation & Scale keying set.
  5. Note that the rotation channels have been keyed, despite being locked.

NOTE: the tooltip for locking says "lock editing when transforming" (so if we decide to respect locking in general keframing, this would need to be adjusted)

**System Information** Operating system: macOS Monterey 12.3.1 Graphics card: MacBook Air (M1, 2020) **Blender Version** Broken: 3.1.2, cc66d1020c3b, master, 2022-03-31 **Short description of error** Keying sets (other than Whole Character) do not respect channel locking. Whole Character is the only keying set that respects channel locking, which is surprising, unexpected, and undocumented behavior. This is actually a big pain point when it comes to animating complex rigs. blender/blender-addons#70447 is related, but @lichtwerk mentioned in https://developer.blender.org/T70447#806580 that it would be good to file a separate report about this problem. **Exact steps for others to reproduce the error** 1. Create a new Blender file with the General template. 2. Make the default Cube object the active object. 3. In Object Properties, lock the Cube object’s rotation channels. 4. Create a new keyframe using the Location, Rotation & Scale keying set. 5. Note that the rotation channels have been keyed, despite being locked. NOTE: the tooltip for locking says "lock editing **when transforming**" (so if we decide to respect locking in general keframing, this would need to be adjusted)
Author

Added subscribers: @dr.sybren, @Cigitia

Added subscribers: @dr.sybren, @Cigitia
Member

Added subscriber: @PratikPB2123

Added subscriber: @PratikPB2123
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Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
Member

Thanks for the report. Can see keyframe for locked properties are added in the dopesheet.
Locked properties are still editable from panel so keyframe addition is still possible.

Keying sets (other than Whole Character) do not respect channel locking

If there's inconsistency between different options then that maybe a bug.
@dr.sybren , can you check?

Thanks for the report. Can see keyframe for locked properties are added in the dopesheet. Locked properties are still editable from panel so keyframe addition is still possible. > Keying sets (other than Whole Character) do not respect channel locking If there's inconsistency between different options then that maybe a bug. @dr.sybren , can you check?
Author

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Philipp Oeser removed the
Interest
Animation & Rigging
label 2023-02-09 14:35:06 +01:00
Member

It certainly is inconsistent with other keyframing in blender, but I actually think this Whole Character keyingset is kind of special, see the commit message from 1439ebb6b1.

If we would want all Keying Sets to respect locking (which would be a problem to implement in keyingsets_utils.py, would we want to respect locking for "regular" keying (without a special keyingset) as well?

It certainly is inconsistent with other keyframing in blender, but I actually think this `Whole Character` keyingset is kind of special, see the commit message from 1439ebb6b1091c0bc976480ec1751966395b2755. If we would want all Keying Sets to respect locking (which would be a problem to implement in `keyingsets_utils.py`, would we want to respect locking for "regular" keying (without a special keyingset) as well?
Philipp Oeser changed title from Keying sets other than Whole Character do not respect channel locks to Keying sets other than Whole Character (or keyframing in general) do not respect channel locks 2023-09-13 13:07:00 +02:00

In the interest of clean actions, keying locked channels doesn't make much sense to me.
It just adds extra unnecessary channels to the action, gives the user more junk to sort through in the anim editors and also affects viewport performance by giving the depsgraph more to chew on
.
Also, it's intuitive that if a channel is locked, it won't be keyed.

In the interest of clean actions, keying locked channels doesn't make much sense to me. It just adds extra unnecessary channels to the action, gives the user more junk to sort through in the anim editors and also affects viewport performance by giving the depsgraph more to chew on . Also, it's intuitive that if a channel is locked, it won't be keyed.
Christoph Lendenfeld added
Type
Known Issue
and removed
Type
Report
labels 2023-10-31 16:27:38 +01:00

putting this as a known issue
It is on track to be tackled here though: #113278: Anim: Keyframing Rework

putting this as a known issue It is on track to be tackled here though: [#113278: Anim: Keyframing Rework](https://projects.blender.org/blender/blender/issues/113278)
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Reference: blender/blender#97886
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