Malt and Cloth Sim Weirdness #513
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@pragma37 do you know if any part of Malt's code might be affecting Blender's cloth sim cache in weird ways? I believe the cache is supposed to automatically re-simulate on changes to base geometry, changing the pose on an armature for example. Every once and a while though, Blender will stop re-simulating in every engine except Malt (which isn't ideal because of the latency). I can't seem to find a proper way to reproduce the issue, it just randomly happens, disabling BlenderMalt and restarting blender fixes the issue. This has been happening for quite a while, but I hadn't done any extensive testing to try and find the root cause. It definitely seems to be linked to Malt. Not sure if I should make an issue report, since I can't reproduce it, and don't have any logs or anything to provide. |
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There's nothing directly related to cloth sim in Malt's code. And, in theory, Malt shouldn't be doing anything if it's not the active engine. Maybe some of the callbacks could be interfering in some way, or maybe it's a bug on the Blender side and the way Malt retrieves the scene data triggers an update in a way that the built-in engines don't. But it's hard to say. Just to recap:
Is that right? If you can share a non-working file and I can reproduce it I can take a look. |
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I get that same behavior as yours (when moving the bone in the viewport) even with Malt fully disabled.
I don't know if that's the intended behavior TBH, but if you think it's a bug you could report it in the Blender bug tracker.
In any case, the "bug" on the Malt side seems to be, indeed, forcing a cache update and not the other way around.