[Bf-taskforce25] List of problems/bugs with 2.5 UI re aramture animation

Dalai Felinto dfelinto at gmail.com
Fri Jul 24 17:05:11 CEST 2009


Hello Benoit,

> 1) Add Primitive button is volatile
You can use Shift+A to add an armature. It doesn't work in edit+mode,
but can't you just duplicate a bone there?

The other option is to add your tools in the tool shelf and save your
preferences (Ctrl+U). Next time you open Blender they will be there
(although it doesn't work for new files).

> 2) Context is volatile
Have you seen the pin option? It's this small PIN by the context path
(eg pin -> armature -> armature ). If you click on it, you can keep
the button panel for a bone or constraint, or object, ...
That may be what you are looking for.

I hope that can be of any help
Cheers,

Dalai
http://blenderecia.orgfree.com

2009/7/24 Benoit Bolsee <benoit.bolsee at online.be>:
>>> 7) changing a target position ruins the cache
>>> - Dragging the target of a pose channel constraint causes the point
>>> cache of the armature to be cleared. It ruins the simulation of the
> new
>>> IK solver, which uses a point cache to store the previous armature
>>> position (the new solver is stateful). Why is it necessary to clear
> the
>>> point cache when dragging an object? It wasn't the case in 2.4.
>>
>>Err... what's this point cache you're referring to? If you're just
> referring
>>to the bone paths, then I'm restoring that tonight. But if it's some
> special
>>point-cache stuff implemented for the new IK solver, I think you'll
> have to
>>look into it yourself. (If it uses particles-type pointcache, then
> consult
>>jahka :)
>
> I'm referring to the BKE_ptcache_object_reset() function that is called
> as part of the update procedure when dragging the target object. I've
> added my only IK cache clearing stuff in this function as it seems to be
> the right place: it is called in situation that requires clearing the
> cache, such as changing IK parameter values.
>
> However, in blender 2.5, dragging an object causes this function to be
> called on all dependent objects. So dragging an IK target clear the IK
> cache. This seems overkill and wasn't happening in 2.4.
>
> Tracing down the call stack, the incriminated line seems to be:
>
>        /* all recalc flags get flushed to all layers, so a layer flip
> later on works fine */
>        DAG_scene_flush_update(t->scene, -1, 0);
>
> In set_trans_object_base_flags(bContext *C, TransInfo *t)
>
> Here is the full stack:
>
>>       blender.exe!BIK_clear_cache(bPose * pose=0x02c5ff00)  Line 120
> C
>        blender.exe!BKE_ptcache_object_reset(Scene * scene=0x02c53e50,
> Object * ob=0x02c5f048, int mode=0)  Line 1043 + 0xf bytes      C
>        blender.exe!DAG_scene_flush_update(Scene * sce=0x02c53e50,
> unsigned int lay=4294967295, int time=0)  Line 1933 + 0xf bytes C
>        blender.exe!set_trans_object_base_flags(bContext * C=0x027a3670,
> TransInfo * t=0x02bfed58)  Line 4290 + 0x13 bytes       C
>        blender.exe!createTransObject(bContext * C=0x027a3670, TransInfo
> * t=0x02bfed58)  Line 4959 + 0xd bytes  C
>        blender.exe!createTransData(bContext * C=0x027a3670, TransInfo *
> t=0x02bfed58)  Line 5270 + 0xd bytes    C
>        blender.exe!initTransform(bContext * C=0x027a3670, TransInfo *
> t=0x02bfed58, wmOperator * op=0x02c03740, wmEvent * event=0x02ac4b40,
> int mode=1)  Line 1354 + 0xd bytes      C
>        blender.exe!transformops_data(bContext * C=0x027a3670,
> wmOperator * op=0x02c03740, wmEvent * event=0x02ac4b40)  Line 192 + 0x19
> bytes   C
>        blender.exe!transform_invoke(bContext * C=0x027a3670, wmOperator
> * op=0x02c03740, wmEvent * event=0x02ac4b40)  Line 258 + 0x11 bytes
> C
>        blender.exe!wm_operator_invoke(bContext * C=0x027a3670,
> wmOperatorType * ot=0x028c6ac8, wmEvent * event=0x02ac4b40, PointerRNA *
> properties=0x02bfebd8)  Line 356 + 0x19 bytes   C
>        blender.exe!WM_operator_name_call(bContext * C=0x027a3670, const
> char * opstring=0x01fdc4f4, int context=1, PointerRNA *
> properties=0x02bfebd8)  Line 424 + 0x15 bytes   C
>        blender.exe!BIF_do_manipulator(bContext * C=0x027a3670, wmEvent
> * event=0x02be7578, wmOperator * op=0x03b05828)  Line 1604 + 0x17 bytes
> C
>        blender.exe!manipulator_invoke(bContext * C=0x027a3670,
> wmOperator * op=0x03b05828, wmEvent * event=0x02be7578)  Line 1878 +
> 0x11 bytes      C
>        blender.exe!wm_operator_invoke(bContext * C=0x027a3670,
> wmOperatorType * ot=0x028c4640, wmEvent * event=0x02be7578, PointerRNA *
> properties=0x02c3f710)  Line 356 + 0x19 bytes   C
>        blender.exe!wm_handler_operator_call(bContext * C=0x027a3670,
> ListBase * handlers=0x02c53944, wmEventHandler * handler=0x03b04318,
> wmEvent * event=0x02be7578, PointerRNA * properties=0x02c3f710)  Line
> 747 + 0x15 bytes        C
>        blender.exe!wm_handlers_do(bContext * C=0x027a3670, wmEvent *
> event=0x02be7578, ListBase * handlers=0x02c53944)  Line 930 + 0x1c bytes
> C
>        blender.exe!wm_event_do_handlers(bContext * C=0x027a3670)  Line
> 1099 + 0x17 bytes       C
>        blender.exe!WM_main(bContext * C=0x027a3670)  Line 260 + 0x9
> bytes   C
>        blender.exe!main(int argc=1, char * * argv=0x027a3e40)  Line 832
> + 0x9 bytes     C
>        blender.exe!__tmainCRTStartup()  Line 266 + 0x19 bytes  C
>        blender.exe!mainCRTStartup()  Line 182  C
>        kernel32.dll!7c817077()
>        [Frames below may be incorrect and/or missing, no symbols loaded
> for kernel32.dll]
>
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