The meeting will be on 2023-12-21T17:00:00Z. It is open for everybody interested to join on Google Meet (link below)._
Present: Bassam Kurdali, Christoph Lendenfeld, Daiki Hishimoto, Jason Schleifer, Sybren Stüvel
People present are referred to by first name for brevity. Others are referred to by full name.
Links
- Google Meet. Note that next meeting will use a different URL. The link will be posted in the #animation-module channel before the meeting.
- A&R Module Meetings calendar for inclusion in your own calendar
- Previous and next meeting notes
- Issues & Pull Requests
- #animation-module chat channel
- Draft agenda for any upcoming meetings
Since the Last Meeting / Announcements
- This is the last meeting of the year!
- The next meeting (January 2024) will use a different meeting URL: https://beeldbellen.vc4all.nl/blender-animrig
- That’ll be using Jitsi, which gives everybody more control over the meeting (like a personal volume slider per attendee). Also it’s Open Source.
- The server is hosted in NL and adheres to NL privacy laws.
- For now this is experimental. Smaller-scale tests have shown it was fine, but we still have to test with a crowded module meeting with people spread across the globe.
- Technical documentation will move: A New Developer Documentation Platform — Developer Blog
- Jason also uses this at Griptape. Has his “Easy to use” stamp of approval.
Landed
Names are from the Git log.
- a04bbc8a1f4: Anim: better check for overrides when (un)assigning bone collections (Sybren A. Stüvel) (2023-12-18)
- a3160393ee6: Anim: clarify description of
armature.bone_collection_unassign_named
(Sybren A. Stüvel) (2023-12-18) - de61ec3e6fd: Anim: Unit Tests for “Insert Available” (Christoph Lendenfeld) (2023-12-21)
- b27718a9e73: Anim: Graph Editor Scale From Neighbor (Christoph Lendenfeld) (2023-12-21)
- 614d7749df0: Fix: Autokeyframe with Insert Needed with no keyframes (Christoph Lendenfeld) (2023-12-21)
- eac4a6c6978: Anim: add checks for system overrides to bone collection operators (Sybren A. Stüvel) (2023-12-21)
- 63da8ac3: Fix #105075: Rigify fails to upgrade metarigs with unnamed layers. (Alexander Gavrilov) (2023-12-21)
Short-term goals / Ongoing Work
- Christoph is working on new keying workflows.
- #115798: Anim: Add hotkey for keying set operators
- #115814: WIP: Anim: Add python api to insert keyframes
- Mostly writing unit tests for existing code, to prepare for refactoring.
- Cycle Aware Keying system has a bug when inserting the first key, unit tests will also help fixing that.
- New keying sets system probably delayed until 4.2.
- Sybren is working on #115934: Hierarchical Bone Collections
- Library Overrides are working now too. Only new sub-trees can be added (so new roots + children).
- Richer RNA interface (
arm.collections
exposes roots,arm.collections.all
exposes all collections,collection.children
exposes children). - Tree GUI drag & drop is working.
- Ongoing confusion about library overrides, needs developer attention.
- Mostly discussed in #115310 - Bone collections can be added to system-overridden (i.e. non-user-editable) armatures - blender - Blender Projects
- That issue was actually just fixed by Sybren.
- Harley Acheson updated #105574: UI: Red Auto Keying Button
- Nate Rupsis worked on #116382: WIP: Fix #115978: FCurve extrapolation ignored in NLA
Patch Review & Decision Time
- #116138: Hidden Bones cant be active (thus cant be accessed in Outliner)
- Philipp Oeser wrote in the chat: Is there a reason why we dont allow hidden bones to be active? (It is prevented from the Outliner, also check ED_armature_edit_validate_active). This is not in line with other things in blender (hidden stuff can still be active, just not selected…). As a consequence, we have reports like #116138: Hidden Bones in Property.
- Most likely a misunderstanding of the UI guidelines / rules.
- Daiki is interested in fixing this.
- Bassam: the report should be updated to say “active bones” instead of “selected bones”.
- Unexpected behavior with transform modes after the snapping system has moved to the scene. #116367: Regression: Snapping no longer works with scaling in graph editor
- 3D Viewport snapping option called “Affect” (with move/rotate/scale toggles) now also influences the animation editors.
- Christoph: do we add a separate option for this for the animation editors? It’s now confusing that the 3D Viewport option affects this.
- Bassam: in favour of another “copy” of that option for the animation editors.
- Jason agrees neck-hurts-from-nodding-yes-much.
- Bassam: is the snapping the same for the driver editor? Because there different snapping options might make sense. As a user it doesn’t matter much, but as a teacher this is an issue, as students are already overwhelmed when they learn about drivers. Anything extra on top of that is likely too much.
- Christoph: yeah, it’s the same, as it’s just the graph editor.
- Sybren: how often do you use the graph editor part of the drivers?
- Bassam & Jason: not often, but can be useful for linear mappings.
- Decision: add another copy of that setting for the animation editors, so they have their own setting.
- #116163: Anim: Add falloff shape property to Weight Paint context menu
- Bassam: it makes sense
- Bassam of the 4 options, the 3rd makes most sense. The checkboxes are too unrelated to each other to be on the same line, and the 3rd option has the nicest spacing.
- Rest of the module agrees, although there are no strong opinions.
Help Needed
- Design issue: UIList (for flat list of bone collections in Blender 4.0) has a user-manageable vertical size + scroll bar. TreeView (for hierarchy of bone collections in Blender 4.1) does not, and always expands to show the full tree.
- Module sees the point.
- Bassam: can it be fixed just for this case? Or would it have to be in general for the tree view?
- Sybren: Also: the UIList has Ctrl+F for filtering/searching, and the tree doesn’t have this. That might be implementable on “our side” though.
- Felipe: could we go half way? It could be enough to expand the tree view when you open a list, but not contract it when closing.
- Nate: doesn’t seem like a showstopper, so let’s just land this and deal with it later when people can actually play with it and get experience.
- Jason: if the reason you want to scroll is to reach the buttons on the side, can’t we just add those as options in a context menu?
- Sybren: yeah, we should (note: and by the time this notes are published, this is already in
main
)
- #79670: Baking animation of bones affected by a curve (spline IK) is wrong
- Sybren: if we know that certain options of the Spline IK will cause problems with baking, we may want to display a warning.
- Nate: the issue is 3 years old, not that high prio.
- Decision: this is something to solve in a new baking system (which we were planning to build some time anyway).
Next Meeting
The next meeting will be on Thursday 2024-01-04T17:00:00Z. Note that it will use a different meeting URL (https://beeldbellen.vc4all.nl/blender-animrig), so be sure to update your bookmarks.
Again the meeting will be open for everybody who’s interested. The provisionary meeting agenda will be linked in the #animation-module channel before the meeting.