The meeting will be on 2024-05-30T16:00:00Z. It is open for everybody interested to join the video call (link below).
People present are referred to by first name for brevity. Others are referred to by full name.
Present: Christoph Lendenfeld, David W, Eduardo Rubio, Luciano Muñoz, Nathan Vegdahl
Links
- Video Call. Note that there are no recordings of the meeting. This way everybody is free to say or show anything.
- 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
- Bundled add-ons are now on the extensions platform.
- Copy Global Transform and Pose Library are “core add-on” and cannot be turned off any more (evil laugh).
- Sybren Stüvel claimed Bone Selection Sets.
Landed
Names are from the Git log. This list is limited to functional improvements & bugfixes.
Blender
- 669b15a53dc: Fix #119945: Dependency Graph not updated properly when adding constraints through python (Christoph Lendenfeld) (2024-05-28)
- f3af98db5c9: Fix #120858: Flip Quaternions didn’t use keyingset for autokeying (Christoph Lendenfeld) (2024-05-28)
- ba5206b209b: Anim: add Action.is_action_layered and Action.is_action_legacy to RNA (Sybren A. Stüvel) (2024-05-30)
- 97d331c5c33: Anim: improve Action binding enum property items (Sybren A. Stüvel) (2024-05-30)
- f9ea64b0bae: Anim: Per bone wire width for custom shapes (Christoph Lendenfeld) (2024-05-30)
- 95966813ae5: Anim: add ‘Frame Scene/Preview Range’ to animation editors (Sybren A. Stüvel) (2024-05-30)
Add-ons
Technical Documentation
- b0a388b: 4.2: Mention new bone shape wire width option (Christoph Lendenfeld) (2024-05-30)
User Manual
Ongoing Work
- High Prio bugs:
- None!
- Christoph:
- Christoph’s weekly report
- Bug fixing time
- investigated, but dropped #122140: Graph Editor drawing with reversed NLA strip
- got a review on #120176: Anim: Per bone wire width for custom shapes. Very close to landing.
- follow up PR #122481: WIP: Anim: Rounded caps for thick bone wires
- #120558: Anim: Theme entry for time visualization
- Nathan:
- Nathan’s weekly report
- Continuing work on Baklava keyframing:
- #121661: Anim: implement 3D viewport keyframing functionality for layered actions (Waiting on review to land.)
- #122053: WIP: Refactor: Anim: combine insert_keyframe() and insert_key_rna() into a single function (Should make a lot of Baklava keyframing “just work” after both this and #121661 above lands.)
- Sybren:
- Sybren’s weekly report
- Keynote presentation at PyGrunn
- Lectured at Catania University
- Presented at the Future Vibes event at Academy of Fine Arts, Catania
- #122311: Anim: add ‘Frame Scene/Preview Range’ to animation editors
- #122320: Anim: use fixed margin for Timeline / Dope Sheet / Graph Editor needs animator feedback!
- Replied to Bone Collection feedback from Raymond Luc / Dylon Goo Studio: Bone Collections Feedback - HackMD
- Animator meeting at Blender HQ, with Rik Schutte, Hjalti Hjálmarsson, and Pablo Fournier:
- Skipped to prioritise ongoing work.
Demo Time: Fixed Margin for Timeline / Dope Sheet / Graph Editor
Sybren Stüvel put together #122320: Anim: use fixed margin for Timeline / Dope Sheet / Graph Editor and wants feedback. Let’s take a look!
- Luciano: I actually prefer the wider margins of the old behavior. The margin is too tiny now.
- Eduardo: I also think it’s too tiny.
- Nathan: the new margin is too small, but the old one is too large on typical editor sizes. The issue is that the old behavior is relative, so it depends on the width of the editor. Tiny editor = tiny margin, large editor = large margin.
- Luciano: isn’t that good, though? E.g. if a person has a small vs large screen.
- Nathan: not really about screen size.
- Luciano: but it is about editor size. What about use relative above a certain window size, and absolute below?
- Nathan: wouldn’t you want the opposite?
- Eduardo: that’s what I was thinking, too: absolute margins above a size threshold so they don’t needlessly waste space, and relative below it so the framed content doesn’t get squeezed too much.
- Decision: fixed margin for large editors, switching to relative at smaller sizes. And the fixed margin should be larger than the current one in the PR.
Discussion: Keying Multiple Selections From Properties
- Luciano: when you have multiple characters or objects, and you want to key it via the properties (e.g. hovering over x location and hitting
i
), it only adds keys on the active object. Also for deleting keys from there. This is annoying: no way to do this for all selected objects. - Nathan: yeah, you can manipulate properties on multiple objects with alt-{change}. Weird that we can’t key them.
- Luciano: honestly, the alt-{change} thing always felt weird to me. If I have multiple things selected, just change the property for all of them.
- Nathan: agreed. And visualizing when a displayed property represents more than one selection. I’ve always wanted that. The alt thing feels like a work-around.
- Luciano: and currently alt-i is for “remove keyframes” anyway.
- Nathan: maybe we just change it’s behavior to “key for all selections”? How many people use that hotkey? I didn’t even know alt-i it existed.
- Eduardo: you have to select an armature to go into pose mode, and then it’s selected with the bones. You probably wouldn’t want the armature object to be keyed with the bones when in pose mode.
- Christoph: I don’t think that should be a problem. We can tell from context that we’re in that situation and special-case it.
- Luciano: related but separate thing: it’s also weird that hovering and hitting “i” keys all elements of an array property (like location x/y/z) rather than just the individual one you’re hovering over.
- Nathan: I think I agree with that as well.
- Luciano: and there could a modifier key (shift?) to key all items in an array if needed.
- Christoph: just hitting “i” three times while moving the mouse a little isn’t a big deal.
- Nathan: I propose making a design tasks for both of these:
- Keying a property on multiple selected objects/bones/etc. at once.
- Keying only a single element of an array property when hovering over it.
- Module agrees.
Discussion: Editable Motion Paths
- David W: GitHub - JiahuiCai/Blender_Interactive_Motion_Path
- Christoph: editable motion paths is definitely already on our radar. The issue is we have to make it work reliably and well, even with e.g. complex rigs.
- Nathan: this capability was part of our Animation 2025 presentation back in 2022. We definitely want to do it eventually, but we can only take on so much at once. One step at a time.
Next Meeting
The next meeting will be on Thursday 2024-06-06T16:00:00Z. Again it will be open for everybody who’s interested. The provisionary meeting agenda will be updated before the meeting.