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Edit mode not working on MacOS

Open KelvinShadewing opened this issue 4 years ago • 1 comments

A friend of mine was using this on Mac, and encountered problems with using it. He made a recording showing his use, and the different results coming from different modes.

https://www.dropbox.com/s/5is0vw47a1i00eg/keymesh_bug.mov?dl=0

I don't know personally if this is a Keymesh issue or something with Blender itself. It is a possibility a fix can't be found from this side. If a fix can't be found within Keymesh, I'll ask on the Blender page.

Thank you guys for your time and for this plugin.

KelvinShadewing avatar Feb 18 '21 18:02 KelvinShadewing

@KelvinShadewing If you can, please pass the following information to your friend. Thanks for reporting the problem. I reviewed the video and it is not exactly a bug. It is how edit mode works in Blender.

How does Keymesh work?

  • Adds a keyframe that registers any change in mesh data.
  • The addition of keyframe follows the duplication of mesh data.

What happens when you go to edit mode?

  • Blender takes the mesh data and prepares it for editing.
  • Blender goes to the edit mode.

What happened in the attached video?

  • Keymesh can add keyframes with the Mesh data, but it cannot update the mesh information while the user is in Edit mode.
  • Also, Keymesh adds a keyframe by duplicating the current mesh data. But when the user is in edit mode, the changes in mesh data is not finalised in the Mesh Data. So pressing the button uses the mesh data that was present before the changes were made in edit mode.
  • When the user exits edit mode after changing mesh, blender shows the changed mesh for the current frame. But as soon as the user changes the frame, Blender updates it with the active mesh data, so you will lose all changes made in edit mode. This is default Blender behaviour and not a Keymesh specific behaviour.
  • Sculpt Mode is entirely different from edit mode. In sculpt mode, the changes are actively written to the mesh data, unlike in edit mode. That is the Blender behaviour.

What can be done?

  • Add a Keyframe before entering into edit mode. Or to put it in a different way, go to edit mode after the Keyframe operation has been done. When you are done making changes to the current keyframed mesh data, exit edit mode. When you want to add a new Keyframe for the mesh data, exit edit mode and press the button.
  • In theory, the addon should never update mesh data in edit mode as expected by your friend in the video. This will cause crashes depending on the mesh data. When the polycount varies between keyframes, that will cause serious issues and crashes when you are in edit mode, or if the viewport render is on. Think about this: What will happen to the currently selected vertices or edges or faces, when the user changes the frame to a mesh data keyframe where those vertices, edges and faces does not even exist?

And to clarify, it is not MacOS specific. It is universal throughout all platforms in which Blender is used.

By the way, ask your friend to try this release of Keymesh. It is not exactly a solution, but it adds a shortcut functionality to the addon and improves UI a little bit. Hopefully, you friend can use the shortcut to quickly add mesh keyframe after exiting edit mode, instead of always clicking on the panel button. I added the functionality to the addon in that fork to make my animation workflow faster.

aldrinmathew avatar Feb 18 '21 19:02 aldrinmathew