FIX: When motion path is updated, make sure frame range is inclusive #107753
No reviewers
Labels
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset System
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Asset Browser Project
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
2 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender#107753
Loading…
Reference in New Issue
Block a user
No description provided.
Delete Branch "nrupsis/blender:motion-path-off-by-one-bug"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Overview
When updating armature motion paths, the very end keyframe wouldn't get calculated in the motion path.
Previously, when calculating a motion path, it wouldn't calculate the full range of an armature bone.
Now the full range is calculated.
WIP: FIX: When motion path is updated, make sure frame range is inclusiveto FIX: When motion path is updated, make sure frame range is inclusiveHmmm although this fixes the immediate issue, there's another assignment to
avs->path_ef
that's still unmodified, so it could be that there's still an issue somewhere. For example, the "Scene Frame Range" setting also misses the last frame (here the current frame is the last of the scene, you can see the motion path doesn't quite reach):What seems to be the underlying issue is that Blender often uses closed intervals for frame ranges, but here it seems like a half-open interval. In other words, rendering a scene with frame range
[1, 100]
will render frames 1 and 100 as well, but havingavs->path_ef = 100
will apparently not generate a motion path for frame 100.I think the proper solution here would be to change the semantics of
path_ef
to "the last frame of the motion path". That way the assignments can remain the same, which also ensures that the numbers in the user interface make sense (i.e. when the scene range is X-Y, the UI for the motion paths will actually show frames X-Y, and not Y+1).This is a much bigger change, I know, as it needs updating to both
bAnimVizSettings
andbMotionPath
related code. Still, I think it's the right way to go.@dr.sybren So it looks like it's intentional that the last motion path frame isn't inclusive if it lands on the last frame:
https://projects.blender.org/blender/blender/src/branch/main/source/blender/editors/animation/anim_motion_paths.c#L137
I'm not sure best how to remedy this, but I do know it'll be a decent amount of work. Considering it's a relatively insignificant bug (albeit annoying), do we feel it would be worth the effort?
Discussed in the 2023-05-11 Animation & Rigging module meeting, the "proper" way of addressing this issue would be to rip open the cache system, which is more work than it's worth. We'll keep an eye out for this for future implementation of the motion path.
Pull request closed