Open FlashlightET opened 1 year ago
also, the baking takes obscenely long compared to realtime and also has a tendency to just crash right when its done
last test took 12 minutes before crashing on a 26 second (320 frames, 12fps, quality level 4, not that many wiggle bones and only one chain longer than 2 bones (and two other chains that are 2 bones long)) animation that usually takes 1 minute to play out fully
Definitely the lack of real-time wiggle in final render is by design unfortunately. I’ve tried a ton of stuff to try to get it working reliably, but so far I’ve not been able to crack the logic. (Rendering under the hood is like a separate copy of the scene data and it’s really hard to manipulate while a rendered animation is happening.)
It sounds like you’re already trying the baking route, which is the intended process for making the wiggle visible in final renders.
The instability/speed for that doesn’t sound right though! However it’s a bit tough to troubleshoot. The bake is really just the regular ‘bake action’ operator in blender, and once it’s run it’s not really the anything in the wiggle addon doing the actual bake. If you’ve got an example file that demonstrates the issue I can see if there’s anything that maybe I’ve overlooked!
kinda a weird bug, running wiggle 2.2 (also happens in 2.2.1) on 3.4.1
when i watch in the viewport or do a viewport render animation it wiggles fine but when i use the actual render button the bones dont wiggle
i have tried C.scene.wiggle.is_rendering = False as well as C.scene.wiggle.is_rendering = True as well as setting both during render
i need to be able to render in render mode because viewport mode randomly decided it wanted to crash so i have to render from command line which doesnt support viewport mode (and also doesnt do physics, i checked)