2022-03-17 Animation & Rigging meeting

The meeting will be open for everybody interested to join on Google Meet (link below).

People present are referred to by first name for brevity. Others are referred to by full name.

Present: Beorn Leonard, Christoph Lendenfeld, Daniel Salazar, Demeter Dzadik, Guillermo Chan, Sybren Stüvel


Since the Last Meeting / Announcements

  • New faces:
    • Guillermo Chan. Friend of Daniel. Blenderhead before 2010, worked little bit on Sintel. Located in Canada, founded Broken Pencil Studio. Uses only Blender for all 3D work. Team of 9 people.
  • Wayde Moss is back! He’ll join next meeting.
  • Blender 3.1 released with lots of Animation & Rigging improvements: Reference/Release Notes/3.1/Animation Rigging - Blender Developer Wiki
  • Rolled back D13687: Use other frame range for motion paths instead of 1-250, Colin Marmont is working on a fix.
  • Martin Grabarski is interested in helping to add animation support to the pose library. He mailed bf-committers about this.
    • Beorn: his studio made an Animation Library addon, will be published soon. Could be used as basis for further work. He’ll demo in one of the future meetings.

Short-term goals

Patch Review & Decision Time

  • Should the chain length of IK constraints be animatable (reference: T96203, T82267)? This is a non-trivial task, as currently the dependency graph relations need to rebuild when the chain length changes. Such a rebuild shouldn’t happen on a frame change.

    • Could be approximated by having two IK chains, with animated influence.
    • Not worth revamping the dependency graph.
  • D14163: Weight & Vertex Paint: always respect edit mode hiding on faces.

  • Removing old (Blender 2.93 and older) pose library

    • T93405 and T93406.
    • Remove the old Pose Library panel from the Properties editor.
    • Add a panel to the new pose library (in the Asset Browser), with conversion button only when there are actually old-style poselib datablocks.
    • Conversion could be done on file-load, but it can be heavy (because of screenshots), and it’s better to not make such big changes automatically.
  • D13999: Enable action space gizmos

    • Beorn: dislikes the demo, it makes it too simple to accidentally change the in/out.
    • Not entirely sure what would be good gyzmos to have in these editors.
    • Module agrees the patch is non-invasive enough to accept.
  • D12298: Markers: improve rename operator and shortcut

    • Module thinks it’s a great feature. Just needs some code changes.
  • Daniel: for “Normalize Vertex Groups” operator, can we enable the “deforming bones only” option by default? T95038: Change defaults for Normalize All Vertex Groups operator

    • Demeter: might be technically tricky, because that option is sometimes available, sometimes not, depending on the context (whether deforming bones are present or not). A single default value might not work in all cases.
    • Module agrees his proposal is good, just needs to check how it would work without deforming bones.
    • Demeter can test.

Next Meeting

The next meeting will be on Thursday 31 March, 18:00 CET/Amsterdam time. Again it will be open for everybody who’s interested. The provisionary meeting agenda will be linked in the #animation-module channel before the meeting.


I really like the idea, but I agree with Beorn… maybe the solution for the “accidental change” could be some toggle on and of for this operation… something like “preview range”… it’s an idea…

I also find the name of the task a bit confusing… it’s not related to “Actions” it’s just in/out frames…
Maybe “scene start/end frames gizmos”

The patch is not suggesting to add these in/out gizmos to the timeline. They are just an example to show what could be done. At the moment it is not possible to register gizmos in these editors and the patch just enables it.


Uh… sorry, but anyway, I like the idea of changing start/end frames like this, if this patch can enable things like this it’s really nice. Thanks!