The meeting will be on 2025-04-10T16:00:00Z. 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: Andy Beers, Christoph Lendenfeld, David Woolf, Jorn Boven, Nathan Vegdahl, Raymond Luc, Srivathsav Kyataham
Links
- Video Call
- A&R Module Meetings calendar for inclusion in your own calendar app
- Previous & next 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 donât 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
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Dalai Felinto wrote:
Hi, this is a write up of some of the bone orientations problems we have when mixing rigs from different DCCs:
Rigging orientation mismatch between Blender and other DCCsI hope this can help to spark some discussion between the animation & rigging module as well the I/O. It would be beautiful to see this tackled at some point
Landed
Names are from the Git log. This list is limited to functional improvements & bugfixes.
Blender
- a9f4f211d49: Fix #136967: Crash on Merge Animation when Slot has no Channelbag (Sybren A. StĂźvel) (2025-04-04)
- 9b1a34e83eb: Fix #136947: Duplicate Action Slot doesnât duplicate animation data (Sybren A. StĂźvel) (2025-04-07)
- 06231cc8b32: Fix #136830: When multiple F-Curves are marked as active, only one is drawn (Sybren A. StĂźvel) (2025-04-07)
- ac87a11ece1: Anim: expand the debug printing of animation channels with their settings (Sybren A. StĂźvel) (2025-04-08)
- a753d68271c: Anim: remove ânameâ spacing from Debug Channel List operator (Sybren A. StĂźvel) (2025-04-08)
- 9605cbde6f4: Fix #137041: Bugs with Slotted Actions and the Available Keying Set (Sybren A. StĂźvel) (2025-04-08)
Ongoing Work
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High Severity bugs:
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Andy
- Andyâs weekly report
- Addressing Comments:
- Started following rigging tutorials to get more familiar with the user side of things.
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Christoph:
- Christophâs weekly report
- Up for review:
- Splitting the playhead snapping prototype into reviewable chunks: #135794: Unified Playhead Snapping options
- Will look at #136176: Anim: Merge operators for âJump to Keyframeâ next
- Raymond: Cursor position influencing operator availability can be annoying (e.g. hovering over the Dope Sheet vs the 3D Viewport).
- Nathan:
- It makes sense to me that hovering over different animation editors (e.g. Dope Sheet vs Graph Editor) will jump to keyframes based on the keys actually shown in that editor. But the 3D Viewport is the odd one out: it doesnât display keyframes in the first place.
- What should the behavior of keyframe jump in the 3D Viewport do? Follow the Dope Sheet? Action Editor? Graph Editor? They can all be showing different keys, and there can be more than one open at a time. Even two Dope Sheets can have different filter flags.
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Nathan:
- Nathanâs weekly report
- For animation & rigging, mainly just PR reviews and discussions.
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Sybren:
- Sybrenâs weekly report
- Wrote #137095: Cleanup: Remove Strip::slot_data_remove() in favour of looping over the strip data arrays
- #137245: Misleading icon for Animate Property of library override properties
- Sybren and Pablo Vazquez suggest: Just draw as regular keyframe icon.
- Added tasks we discussed last week to the module work board.
- A few more items (than we discussed last week) were added, most which are now sitting at the bottom. Could use some re-prioritisation.
- Some items we also may want to add, as these have all been worked on at some point but fell silent. We should be careful to not overload this âshort-term goalsâ column, though, which is why I havenât added these myself yet. (We shouldnât add too many items, it should stay a
Short Term
list.)- #133725: Anim: switching assigned action on multiple data-blocks together (would be nice for 4.5?)
- #135062: Auto Normalize functionality for vertex groups (edit mode) and weightpaint operators (weightpaint mode) (basically parent task for Andyâs work)
- #117178: WIP: IK: distinguish âoffâ from â0% influenceâ in IK constraints (a way to make disabled constraints really do nothing)
- #71615: Select key in dopesheet deselect bone in the viewport (only show selected disabled)
- #131730: New action smart bake.
- Module agrees: itâs best to err on the side of keeping the list short.
- We could be more âenthousiasticâ with the setting of the âassignedâ person, also for PRs. Even when it is your own PR, when you assign yourself to it, your avatar is shown on the workboard. Will give a good indication of who is working on what. Do remember to un-assign yourself when you stop working on something.
- Module agrees.
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Animator meeting at Blender HQ, with Rik Schutte, Hjalti HjĂĄlmarsson, and Pablo Fournier:
- Hjalti: X-Mirror in Weight Paint mode seems to be per mesh, while other weight paint options (like auto-normalize) are tool settings and thus global for the entire scene.
- Sybren: âMirror Vertex Groupsâ is on the mesh data, the âMirror X/Y/Zâ options are stored on the object. âRadial X/Y/Zâ are tool settings, and âTopology Mirrorâ is on the mesh data again.
- Sybren: we may want to check this with the Modeling module.
- Nathan: these options might be in use by the Sculpting mode as well, in which case the pre-mesh/object thing makes more sense.
- X-mirror in pose mode seems to be overlooked by slider operations like Relax to Rest Pose, Breakdowner, etc.
- Hjalti: I would also expect autokeying to work like that, that when you key, it keys the things that you just moved (including the bones that were moved because of the X-mirror option). Not sure if it does so right now.
- Hjalti: X-Mirror in Weight Paint mode seems to be per mesh, while other weight paint options (like auto-normalize) are tool settings and thus global for the entire scene.
Patches: Review & Decision Time
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#136952: Fix #127175: KeyingSets: Always show âAvailableâ option in Insert Keyframe Menu
- Hiding âAvailableâ when there are no available F-Curves (current behaviour) changes the hotkey assignment of all other menu items.
- Module thinks itâs best to always have the keying set in shown. Both because of the menu shortcut issue and also because right now âAvailableâ disappears even in some cases where it could still be used (e.g. when only the active selection has no keys, even when the other selections do).
- Decision: always show the âAvailableâ keying set.
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#137172: WIP: Anim: add armature viewport display setting Max Bone Width
- Sybren WIP PR thatâs somewhat relevant: #106230: WIP: anim/armature-mode-spheres
- Nathan: really appreciates #137172, but isnât sure if itâs the right solution to the problem.
- Christoph: why not just do it similar to BBone thickness where its driven by properties
- Jorn: Thumbs up
- Nathan: Likes the idea. Devils advocate, Aresâs solution probably works fine in most use cases. BBone approach has to be controlled manually, which can be obnoxious in many cases.
- Nathan: Doesnât like throwing user options at a problem, but nevertheless wants to consider: dropdown menu with different options for how bone widith is handled. Could include current behavior, Arasâs solution, and manual per-bone width.
- Andy: Why not just add an option to the stick draw mode to show the direction and orientation
- Nathan: already possible with bone axis display
- Raymond: prefers to manually scale bones since itâs easy to access with the hotkey. Most of them would be at default.
- Jorn: likes the BBone scale option, but it would be good to have an operator that batch applies a width to a bunch of bones according to some logic (i.e. bone lenght, hierarchy depthâŚ).
- Nathan: Do we need to preserve backwards compatibility? I.e. make a new display option and preserve the old behavior.
- Christoph: Not a fan of another draw mode. We can version the manual bone width to match what the current octohedral width would be.
- Nathan: The nice thing about the current behavior (auto-width based on bone size) is you can just focus on building the structure of the armature. Itâs really convenient.
- Nathan: Bone width could be a factor of the bone length, rather than an absolute width. So it would behave much like the current behavior, but you can adjust as needed.
- Module doesnât like this idea, because it leads to fiddly behavior where you have to re-adjust the width of a bone whenever you change itâs length if you want the width to remain the same.
- Jorn: Instead, we could add an option to interactively scale bone width when bone length is changed. This could be toggled on/off depending on what the user is doing.
- Christoph: Likes Jorns idea, an option to scale the bone display width when modifying the bone length. Either pressing
S
or moving the end points. - Decision: Control octahedral bonesâ display width like BBones. Add options to auto-scale the bone width when editing length. Make a PR that implements those ideas and then gather feedback from them.
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#137090: Bone Collection Soloing Doesnât Hide Unassigned Bones
- Soloâing a Bone Collection only hides bones that are in other bone collections. It does not hide bones that are not party of any collection.
- To decide: should this behaviour stay? Or change for 5.0?
- Decision: change for 5.0.
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#116163: Anim: Add falloff shape property to Weight Paint context menu
- To decide: keep going and actually work on it, or reject the idea for some reason and close for good?
- Module thinks this PR is a good idea.
- Decision: keep going and work on it.
Next Meeting
The next meeting will be on 2025-04-15T10:00:00Z. Again it will be open for everybody whoâs interested. The provisionary meeting agenda will be updated before the meeting.