The meeting was on 2025-01-09T17:00:00Z. It is open for everybody interested to join the video call (link below).
Present: Andrew “Andy” Beers, Andrew “Drew” Medina, Brad Clark, Christoph Lendenfeld, David Woolf, Dorothee Dittrich Jonas Holzman, Nacho de Andrés, Nathan Vegdahl, Sybren Stüvel
People present are referred to by first name for brevity. Others are referred to by full name.
Links
- Video Call; this is the same URL for every meeting.
- A&R Module Meetings calendar for inclusion in your own calendar app
- Previous meeting notes
- Long Term Plans & Current Focus
- Issues & Pull Requests
- #module-animation chat channel
- Draft agenda for any upcoming meetings
Opening
- Please raise your hand when you don’t understand things for any reason. The purpose of these meetings is collaboration. It is absolutely fine to ask for explanations.
- There are no recordings of the meeting. This way everybody is free to say or show anything they want.
Since the Last Meeting / Announcements
- Happy New Year!
- New blog post: Layered Animation Workshop 2024
- New links in each meeting note (in the list at the top): Long Term Plans & Current Focus (thanks Habib Gahbiche for the suggestion).
New Faces
- Andy: wants to help with C++. Has 10y experience in webdev, last 2y in the OpenUSD group as contributor. Wants to get job in this field, so wants to understand more & hang out with as many modules as possible to get a sense of what to focus on.
- Jonas: Volunteer Blender Developer & Blender’s macOS Platform Maintainer. Software Developer at Autour de Minuit / ADV Studios.
Landed
Names are from the Git log. This list is limited to functional improvements & bugfixes.
Blender
- 426d1683eec: Import: explicitly create & assign action slots when importing BVH/FBX (Sybren A. Stüvel)
- 2d1fc1bcddb: Fix #132195: Unable to key mesh attributes (Christoph Lendenfeld)
- 266d1e8d2fd: Anim: do not draw constraint relationship lines for invalid targets (Sybren A. Stüvel)
- 7636e6fca4c: Fix #132182: Graph Editor slider increment having no visible effect (Christoph Lendenfeld)
- b7d18210e9c: Fix #132193: bone snapping fails under specific conditions (Sybren A. Stüvel)
- c6d6efaaa2f: Fix #132606: ActionSlots can be created with too long names (Sybren A. Stüvel)
- 6b421326b60: Fix #131495: Pose Library error with enum values (Christoph Lendenfeld)
- 63adbb19fb8: Anim: Always name the slot “Legacy Slot” when versioning legacy Actions (Sybren A. Stüvel)
- 2f84d20455d: Anim: Fix versioning of pre-2.50 animation data (Nathan Vegdahl)
- 446f0a806ed: Anim: version Actions before versioning Action Assignments (Sybren A. Stüvel)
- ed58b945dd6: Anim: fix versioning of empty legacy Actions (Sybren A. Stüvel)
Technical Documentation
- 39a035cc: 4.4: Anim, constraint relationship lines (Sybren A. Stüvel)
Ongoing Work
- High Prio bugs:
#131987: 4.3 NLA Editor Causes Consistent Crash to Desktop with Stashed Shader Keyframes(fixed)#130136: “Purge Unused Data” causing a crash when saving file(fixed)Two importer issues: #131305: BVH & #132110: FBX(fix)#132195: Cannot insert keyframe on attribute from Python(fix)#131839: Dope sheet crash(fix)
- Christoph:
- Christoph’s weekly report
- bugfixes
- working on slotted poses #131840: Pose Library Polish implementation (#132601 and #132747)
- prototype with build: #130987 - WIP: pose library updates prototype - blender - Blender Projects
- Working on thumbnail capturing for assets directly from Blender with click-dragging an area of Blender.
- Christoph: Should the pose library be in Python or C++?
- Sybren: explains why currently it’s in Python. Basically it’s so that studios who want to create pose assets in a different way can turn off the add-on and create their own. The basic building blocks are already implemented in C++.
- Sybren: The plan is to move to a system of “hooks” that add-ons can use to customise the behaviour of the pose library, instead of having to replace the entire add-on. That will also make it possible to move Blender’s pose library code out of the ‘core add-ons’ and into Blender itself.
- Christoph: UI will stay in Python anyway, giving people control there as well.
- Nathan:
- Nathan’s weekly report
- Working on improving/writing code/developer docs for slotted and layered actions:
- Once those are landed, I’ll move on to cleaning up the Dope Sheet/Action editor header, and other winter-of-quality tasks.
- Sybren:
- Sybren’s weekly report
- Published blog post Layered Animation Workshop 2024 (written by Nathan and me)
- Landed big PR stack relating to versioning of legacy-to-slotted Actions:
- Finished but decided not to land #131426: Anim: handle library overrides when versioning legacy Actions
- Animator meeting at Blender HQ, with Rik Schutte:
- Just a quick demo by Rik of his animation test using slotted Actions.
- His experience: it works really well
Patches: Review & Decision Time
Jonas: #131810: UI: Transparent Armature Bone Selection
- This PR makes the bones wireframe, removes the transparent faces. This makes them selectable by their wire (because of OpenGL selection).
- How to display this in the viewport? As a separate option? Or as the default behaviour when the Armature is in Display: Wireframe mode?
- Nathan: the current way in “wireframe” mode is functionally useless. Jonas & Brad agree. Let’s get rid of that entirely.
- Nathan: the proposed approach is inconsistent with the way meshes are drawn. Not even sure if we should care about this. In mesh edit mode, wireframe has semi-transparent faces; in object mode meshes are drawn as true wireframe.
- Sybren: seeing the (lack of) faces is important in mesh edit mode. For armatures, you’re not editing faces anyway.
- Jonas: there are so many “wireframe” modes that they get confusing, so might be better to remove shading options rather than adding one more.
- Sybren: likes the look of the semi-transparent faces, but understands that this impacts selection as well. Nathan thinks they’re pretty too.
- Sybren: can we draw the semi-transparent faces, but skip them for selection? Jonas: not now, would be a big refactor.
- Related: #131032: UI: Viewport X-Ray modes disambiguation
- Jonas: We need a proper design for the whole X-Ray shading in Blender. Armature “X-Ray” mode is not even true X-Ray (in the sense of seeing through things), but is just “draw in front”.
- Jonas has a wish for the alt-click menu to highlight bones when you hover over the bone name list. Nacho: people also have the opposite wish, where you can see the name of what you are about to select.
- Nathan: a version of alt-select that doesn’t show the menu would be nice too, so that the menu itself doesn’t cover the bones you want to select from. Maybe more like a slider that highlights the bones one by one would be good? Thumbs up from Christoph.
- Sybren: even with my limited rigging experience, I’ve cursed at how hard it is to select overlapping bones. Thank you for making this PR.
- Jonas will also discuss his PR with the UI module. His plan is to hopefully get the PR landed in the current state, before moving to a full blown redesign of the selection / shading approach.
Sharing Interesting Stuff
Brad shares #132406: WIP: FBX import via ufbx
- Might need Animation & Rigging module eyes on it, to help with animation import/export into slotted Actions.
Sybren shares the work Julien Duroure did for supprting slotted Actions in glTF: #132771: glTF: Manage slotted Actions
Brad: Mindbender Studio are working on a bigger game project with Blender. Brad is helping them out.
Brad: Duncan Rudd is sharing more procedural rigging/modeling stuff via geometry nodes: YouTube.
Drew: he and some friends are doing daily Blender challenges via his YouTube Channel’s Shorts.
Next Meeting
The next meeting will be on Tuesday 2025-01-14T11:00:00Z. Again it will be open for everybody who’s interested. The provisionary meeting agenda will be updated before the meeting.