The meeting will be on 2025-04-15T10:00:00Z. 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, Hjalti Hjálmarsson, Nacho de Andrés, Nathan Vegdahl, Pablo Fournier, Rik Schutte, Sybren Stüvel
Links
- Video Call
- 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
- Blender 4.4.1 was released today, with an interesting number of bug fixes for slotted actions.
Landed
Names are from the Git log. This list is limited to functional improvements & bugfixes.
Blender
- ba04393fdeb: Cleanup: Remove deprecated Python and Rigid Body Joint constraints (RedMser)
- 57fdaadebba: Anim: pose mode Select Mirrored keep unmirrorables selected (Sybren A. Stüvel)
Technical Documentation
- 0d401589: 4.5: remove deprecated constraints (Sybren A. Stüvel)
Ongoing Work
- High Severity bugs:
- Andy
- Christoph:
- Christoph’s weekly report
- working on #135794: Unified Playhead Snapping options
- about to land #136826: Anim: Separate transform snapping flags in the driver editor
- will start working on #136176: Anim: Merge operators for “Jump to Keyframe” next
- Continuing discussion from last week.
- Sybren: In the viewport, that could follow the timeline editor?
- Christoph: let’s keep the current behaviour. It loosely follows the dopesheet; it ignores the ‘only show selected’ flag. It always uses the selection.
- Nathan: A possible future approach could be to take the union of all keys shown in all editors currently shown. So if a key is visible in any editor, it’s used for jumping in the 3D Viewport. Still leaves the question of what to do when no animation editor is shown.
- Sybren: I like that. And with the ideas that we have for the future (where code can query editors for the animation they’re showing now), that might be more feasible than it is now.
- Nathan:
- Nathan’s weekly report
- For animation & rigging, mainly just PR reviews and discussions.
- Should we just always display wireframe bones as proper wireframe (no semi-transparent faces)? Context: #131810: UI: Transparent Armature Bone Selection
- Nathan: The PR adds an option to do this. Question: should we have that as an option, or should we just always draw bones that way?
- Nathan: pretty is great, but when it conflicts with functionality, functionality should take precedence. In the future, when the drawing/viewport code doesn’t force us to make this choice, we can go for pretty and functional.
- Christoph: when the viewport is in wireframe mode, it should always draw the armature in wireframe mode too.
- Nathan: for clarification, his proposal is to always remove the semi-transparent faces when the armature would be draw in wireframe mode.
- Sybren: for me the opposite (i.e. current behaviour) doesn’t make sense. When drawing in wireframe mode, why draw semi-transparent faces?
- Nathan: same for meshes, there you also see which faces actually exist.
- Hjalti: misses the old behaviour, where there was actual wireframe drawing.
- Nacho: would they also be drawn in wireframe in X-ray mode of the pose mode? With the rest of the viewport in a non-wire mode?
- Nathan: yes, that will work. X-Ray and wireframe drawing are independent, so you can set the armature to have both X-Ray and wireframe.
- Conclusion: module agrees to not have this as an option, but to just remove the semi-transparent faces from wireframe mode.
- Sybren:
- Sybren’s weekly report
- Created #137515: Parallel driver evaluation: unshare or lock?
- Worked on #133392: Chained drivers do not update
- Might need some further optimization, as the fix now requires
O(ND)
steps, whereN
is the number of nodes in the depsgraph, andD
is the number of drivers in the scene. - Nacho: does it prevent dependency loops? If you have drivers A → B → C → A?
- Sybren: nope. You’ll get the usual warnings about dependency cycles.
- Nathan: really surprised that this wasn’t working. Could have sworn that he made rigs that used this, and that it worked.
- Sybren: it might have worked with the old dependency graph.
- Module agrees this should work.
- Might need some further optimization, as the fix now requires
Next Meeting
The next meeting will be on 2025-04-24T16:00:00Z. Again it will be open for everybody who’s interested. The provisionary meeting agenda will be updated before the meeting.