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	<title>利用者:Aligorith/GSoC2013 Depsgraph/ProblemCases - 版の履歴</title>
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	<updated>2026-04-20T15:03:05Z</updated>
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		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Aligorith/GSoC2013_Depsgraph/ProblemCases&amp;diff=142757&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T20:56:44Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 20:56時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Aligorith/GSoC2013_Depsgraph/ProblemCases&amp;diff=142756&amp;oldid=prev</id>
		<title>wiki&gt;Aligorith: /* About */</title>
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		<updated>2013-09-06T11:32:04Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;About&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= About =&lt;br /&gt;
This page is just a list of common problem areas/cases that need to be considered when designing or evaluating new depsgraph designs.&lt;br /&gt;
&lt;br /&gt;
For other examples of reported issues in trunk, refer to the [[Dev:2.5/Source/Development/Todo/Animation#Dependency_Graph | official todo list]].&lt;br /&gt;
&lt;br /&gt;
= Generality =&lt;br /&gt;
== Any ID can affect another ID ==&lt;br /&gt;
This is mainly about drivers, but there may also still be some other cases where this is handy (TODO: examples needed!)&lt;br /&gt;
&lt;br /&gt;
* Lamp energy drives Material alpha&lt;br /&gt;
* Camera lens setting drives Texture noise size&lt;br /&gt;
* ..., etc.&lt;br /&gt;
&lt;br /&gt;
= Granularity =&lt;br /&gt;
== Armature Bones ==&lt;br /&gt;
* Constraint Influence on Bone B is driven by Transform of Bone A.&lt;br /&gt;
* Spline IK - Curve is parented to &amp;quot;stump&amp;quot; bone in Armature, and user wants to be able to have controls in the same armature.&lt;br /&gt;
&lt;br /&gt;
== Transforms/Constraints ==&lt;br /&gt;
* A depends on B's location. B depends on A's rotation.&lt;br /&gt;
&lt;br /&gt;
== RNA Updates ==&lt;br /&gt;
* Animating settings of &amp;quot;Mapping&amp;quot; node result in the internal matrix being computed (i.e. RNA update callback for those properties on the node), so that things which use that will also be affected.&lt;br /&gt;
&lt;br /&gt;
== Rigidbody Sim ==&lt;br /&gt;
* An object (or bunch of objects) are parented to objects which are simulated. * These objects are then the parents of some other objects which may also participate in the simulation (but don't interact with the first set of objects for whatever reason).&lt;br /&gt;
&lt;br /&gt;
= Locality =&lt;br /&gt;
* Duplis - duplicator wants to override some aspects (e.g. &amp;quot;material colour&amp;quot;, &amp;quot;animation of items&amp;quot;)&lt;br /&gt;
* Proxies - multiple proxies in scene&lt;br /&gt;
&lt;br /&gt;
= Querying =&lt;br /&gt;
* For metaballs, being able to find which is the &amp;quot;motherball&amp;quot; (aka the one which owns &amp;quot;DisplayList&amp;quot; used by others with same name - i.e. in the same &amp;quot;group&amp;quot;)&lt;br /&gt;
* To replace methods like &amp;lt;code&amp;gt;BKE_object_relational_superset()&amp;lt;/code&amp;gt;. Anything to do with representing/querying/dealing with relationships between things should be handled by depsgraph instead.&lt;br /&gt;
** To replace calls like &amp;lt;code&amp;gt;obrel_armature_find()&amp;lt;/code&amp;gt;, which need to define custom logic to crawl the scene graph, checking each modifier/etc. one by one to check for relationships. These are used by the above.&lt;br /&gt;
&lt;br /&gt;
* Currently we have &amp;lt;code&amp;gt;DAG_print_dependencies()&amp;lt;/code&amp;gt;,  which is used to &amp;quot;print dependency graph for scene or armature object to console&amp;quot;. The querying/filtering API should be able to be used as the backend powering a function which does such a dump. Ultimately, this function should be deprecated in favour of something which can also be directly accessed by users to check for errors in the dependency logic.&lt;br /&gt;
&lt;br /&gt;
= Unsorted (todo for design considerations only) =&lt;br /&gt;
* Animation flushing - where does this fit in? Action+NLA stacks must go together...&lt;br /&gt;
* Efficient and proper updates when objects move between layers (or are hidden, but are relied upon by visible stuff)&lt;br /&gt;
* Cache management - how much of cache gets cleared in response to changes. While the problem of pointcache management really goes to the heart of the physics sims design/integration (and hence, out of scope for this project), we need to leave enough hooks to make it easy for many common tweaks they may want to do later.&lt;br /&gt;
&lt;br /&gt;
= Integrity =&lt;br /&gt;
* Curve &amp;quot;Path&amp;quot; data needs to be queued up for recalc accordingly by depsgraph, instead of waiting for users (constraints, etc.) to manually do this when in an invalid state&lt;/div&gt;</summary>
		<author><name>wiki&gt;Aligorith</name></author>
		
	</entry>
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