Dependency Cycles In Blender - How To Find And Fix them

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  • Опубліковано 7 лют 2025

КОМЕНТАРІ • 30

  • @JeffCheek3D
    @JeffCheek3D 4 роки тому +9

    These are great tips. However, referring to a "dependency cycle" as simply a "dependency" may cause confusion in your viewers, as a normal dependency (as part of a dependency graph) is not a problem, since they are one-way, or "acyclical". Only circular dependency is a problem.

    • @LevelPixelLevel
      @LevelPixelLevel  4 роки тому +4

      Good call, I've updated the title and thumbnail and pinned this comment.

  • @LevelPixelLevel
    @LevelPixelLevel  4 роки тому +4

    Hey everyone, I hope you're all doing well! This is a quick overview of dependencies in Blender and how to fix a couple of simple examples. Let me know if you like videos like this, or if you want me to continue with this topic and investigate more advanced setups.

    • @afrikaniz3d
      @afrikaniz3d 4 роки тому +1

      Level Pixel Level Yes, please. Just started rigging and your tuts are fun to follow

    • @sky_tails
      @sky_tails 4 роки тому +1

      can you make tutorial about driver on blender. about curve on driver editor
      my problem I want make switch 2 Version hats on my character but I don't know how to that. so, i make 2 Controller to hide each simple hats. but I want just 1 Controller so 0 to hat A and 1 to hat B

    • @LevelPixelLevel
      @LevelPixelLevel  4 роки тому

      @Solid Snake Very cool clock! I have done a couple of tutorials on gears, let me know if these help: ua-cam.com/video/PPUGeisOm7I/v-deo.html
      ua-cam.com/video/qrjXJnUfyGk/v-deo.html
      And my drivers playlist might help with this as well: ua-cam.com/play/PLbjn7kaP877u1sX4zl081V8jUeSHDY18G.html

    • @LevelPixelLevel
      @LevelPixelLevel  4 роки тому

      @@sky_tails Hey, check out this tutorial: ua-cam.com/video/5hRh-HKGIAE/v-deo.html
      Here I talk about how to hide layers and bones using drivers, but you can apply the same techniques to object viewport and render properties. Let me know if that helps!

  • @stefanocippone942
    @stefanocippone942 4 роки тому +1

    If you want to push your skills in rigging in blender... This is the right place. Thank you so much

  • @Kerlykchan
    @Kerlykchan 4 роки тому +4

    Now it makes sense why in the tutorial I was watching they used a separate bone for IK control! Wish they'd explain it there (I prefer understanding reasons instead of blindly following steps). Thank you!

  • @alexanderg8466
    @alexanderg8466 4 роки тому +2

    this is the #1 channel on rigging in blender. Fight me

  • @mendoksegamingyt2677
    @mendoksegamingyt2677 3 роки тому +1

    thank you.... finally i can solve my rig problem.

  • @afrikaniz3d
    @afrikaniz3d 4 роки тому +2

    The timing is uncanny. Thanks for this 🤙

  • @guilhermecampos8313
    @guilhermecampos8313 2 роки тому

    Great tutorial! I'm learning rigging in blender now and I'm surprised of how good the system is.

  • @jamesridenour4609
    @jamesridenour4609 4 роки тому +1

    "Good Job LPL!"

  • @kemer6097
    @kemer6097 4 роки тому +1

    Great and clear explanation ^^ WOuld love to see more break down tips in the future ^^
    Thanks!

  • @PaytonTate
    @PaytonTate 7 місяців тому

    So I've been encountering dependency cycles when using muiltiple Child Of Constraints, even on objects that aren't parented to anything, because Blender will create dependency cycles from constraint conflicts, even if they have 0 influence. I've been told to use the Dynamic Parent addon to avoid it in the future, but is there a way to preserve the original constraints and animations through a workaround?

  • @criko3d
    @criko3d Рік тому

    Darn, finally a great info about this subject!, thanks man!!!

  • @youoob
    @youoob 2 роки тому

    Console is so much better than manual debugging it makes me wanna laugh and cry.. xD Thanks!!

  • @alexandershuaibu9591
    @alexandershuaibu9591 3 роки тому

    Thanks so much, issue resolved

  • @lucasbastosrodrigues140
    @lucasbastosrodrigues140 2 роки тому

    Thank You Brooo

  • @WaterShowsProd
    @WaterShowsProd 4 роки тому +1

    Often I see the IK Target placed behind the foot, but would you say this setup is better? It seems more logical to me.

    • @LevelPixelLevel
      @LevelPixelLevel  4 роки тому +1

      Very true, I usually make the ik target the same axis as the foot, then I'll give this bone a parent that is incworkd space at the ankle. What you're mentioning here is my preferred set up.

  • @gower1973
    @gower1973 4 роки тому +1

    If Blender knows their is a dependency, why doesn’t is just bring up a dialogue or tell you in the status bar that there is a problem, kind of dumb to hide this in the console.

    • @LevelPixelLevel
      @LevelPixelLevel  4 роки тому

      Totally agree! A little warning in the main viewport would be very helpful :)

    • @0zyris
      @0zyris Рік тому +1

      @@LevelPixelLevel I proposed to an add-on maker some time ago that he make an add on that adds an overlay showing red lines between the objects in a cyclic dependency. It could also provide the names of the offending objects. After all, they are just there in the database of data blocks. Nobody seems interested but I think millions of Blenderers would buy it! Someone could even make "rigging nodes" or something like that. It's just another way of viewing and interacting with the same data.

    • @0zyris
      @0zyris Рік тому

      @@LevelPixelLevel And btw - I love what you do. I like animating complicated machines, so I've learned a lot from your work. Thank you!

  • @Kokuyous3ki
    @Kokuyous3ki Рік тому

    This is one of the biggest flop in Blender sadly. In many cases you have no logical dependencies, like you have a rotation control dummy copying the location of the bone it rotates. It registers as a dependency cycle even though rotation doesn't affect the location of a bone. In previous versions there was an extra object/data updates feature in the object properties/relations extra panel, adding a way of fixing blender's weird reactions to dependencies It considered problematic (just 1 more update fixed everything as there was no other problem other than blender thinking that there is a problem) but in 3.5 it's no longer there.
    Sad.