Wayde Moss wbmoss_dev
  • Joined on 2019-12-20
Wayde Moss commented on issue blender/blender#105243 2024-01-10 20:17:44 +01:00
Cannot limit IK minimum stretch

It probably shortens as a normal expected solution by the IK Solver so I doubt it's a bug. The IK Solver implements stretch by translating a bone's tip along their local Y-axis. After the solver…

Wayde Moss commented on issue blender/blender#115978 2023-12-11 21:51:55 +01:00
FCurve extrapolation ignored in whenever anything is present in the NLA

At a glance, it looks like a missed copy/paste:

in 9da88301efea47d184f347f2b2e54742351361d7 : (anim_sys.cc, L3238) should be `r_action_strip->flag

Wayde Moss opened issue blender/blender#115696 2023-12-02 01:07:07 +01:00
Personal Branch: Using Buildbot, ignore this.
Wayde Moss pushed to temp_wmoss_animrig at wbmoss_dev/blender 2023-12-02 00:30:27 +01:00
b4724007b0 update readme with NLA merge op note
Wayde Moss pushed to temp_wmoss_animrig at wbmoss_dev/blender 2023-12-02 00:20:11 +01:00
fcce7201f2 - from action_bake_rewrite branch, split off all Nla Merge op (D8867) changes. (no longer exact same copied code)
15db0cb446 Cleanup: use style for doxygen comment blocks
b0746f4be2 Refactor: reduce complexity of object mode selection, minor optimization
09bd046975 Fix #115181: RMB Select sometimes to enter pose mode when selected
92bec9af0c Fix EEVEE: Compilation on Metal
Compare 7363 commits »
Wayde Moss commented on pull request blender/blender#107281 2023-05-23 08:10:51 +02:00
Fix #100718: NLA Hold Forward Inconsistency

Rebased and split commit. Should be good to land.

f03415f699 Cleanup: remove unnecessary conditional
6716fbed37 Fix #100718: NLA Hold Forward Inconsistency
ab5fc46872 PyAPI: remove deprecated Mesh.calc_normals
8d2679e1c5 Fix wrong buffer size passed to snprintf, use BLI_snprintf
9357f7b606 PyAPI: remove deprecated blf.size() dpi argument
Compare 822 commits »
Wayde Moss commented on pull request blender/blender#107281 2023-05-04 20:12:23 +02:00
Fix #100718: NLA Hold Forward Inconsistency

It's not necessary. I think I just accidentally mixed a bit of cleanup with the fix: There's no need for the NOTHING check anymore. Should I remove it or separate the cleanup into its own…

Wayde Moss commented on issue blender/blender#107242 2023-04-24 18:02:58 +02:00
when disabling IK mode, visually keyed bones move to incorrect position until timeline is moved away and back to current frame

when visually keying frame 30 from IK, then turning off the IK should result in the bones remaining precisely where they are

This is what's happening. That's why I added a reference circle…

Wayde Moss created pull request blender/blender#107281 2023-04-24 04:09:07 +02:00
Fix 100718 NLA Hold Forward Inconsistency
Wayde Moss created branch pr_fix_100718_NLA_Hold_Forward_Inconsistency in wbmoss_dev/blender 2023-04-24 04:02:42 +02:00
8db7faca4c Fix 100718 NLA Hold Forward Inconsistency
2ed6f738da BLI_path: support normalizing relative paths
1e5f2698af Cleanup: minor improvements to BLI_path_normalize
651f9404a1 Cleanup: rename path_util 'Clean' tests to 'Normalize'
ac251cbe25 BLI_path: de-duplicate WIN32 logic for BLI_path_normalize
Compare 10 commits »
Wayde Moss commented on issue blender/blender#107242 2023-04-24 01:07:12 +02:00
when disabling IK mode, visually keyed bones move to incorrect position until timeline is moved away and back to current frame

Here's a video explanation based on your video showing that things work properly. Let me know if I misunderstood anything.

Wayde Moss commented on issue blender/blender#107242 2023-04-23 19:05:36 +02:00
when disabling IK mode, visually keyed bones move to incorrect position until timeline is moved away and back to current frame

For the Duplicate bone is pose mode thing, here's the addon.

Wayde Moss commented on issue blender/blender#107242 2023-04-23 17:55:39 +02:00
when disabling IK mode, visually keyed bones move to incorrect position until timeline is moved away and back to current frame

3.5.0 (bottom right of Blender)

ps, I'm not sure how you managed to duplicate those bones in pose mode.

It's just a small personal operator I wrote. It's not in Blender vanilla. But I did…

Wayde Moss commented on issue blender/blender#107242 2023-04-22 20:28:02 +02:00
when disabling IK mode, visually keyed bones move to incorrect position until timeline is moved away and back to current frame

I couldn't replicate that problem. In the video, I duplicate the leg bones just to have the original pose to compare to. After following the steps, the visual key seemed to match the original…

Wayde Moss commented on issue blender/blender#107242 2023-04-22 18:12:22 +02:00
when disabling IK mode, visually keyed bones move to incorrect position until timeline is moved away and back to current frame

I think you figured out that Insert Keyframe Visual Loc/Rot/Scale actually works:

So, in general, inserting a key doesn't re-evaluated the frame- and it shouldn't. You don't want to lose…

Wayde Moss commented on issue blender/blender#107239 2023-04-22 16:03:02 +02:00
insert visual keyframes isn't working with IK constraint

Ah you're right. That's weird: I don't know why "Apply Visual Transform To Pose" + "Insert Keyframe Loc/Rot/Scale" works but plain "Insert Keyframe Visual Loc/Rot/Scale" doesn't..