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Blender crashes during rendering or exporting animations. #1200
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Shouldn't this be fixed already in latest 2.81? I think I remember Sergey solved the culprip bug about this, but there could still be some crashes, but those crashes were solved enabling "lock interface" while rendering. |
@juangea We are still not sure if what Sergey did actually solved the issue. In Animation Nodes, we use timers for automatic execution, while Sergey was talking about handlers. Some users also reported that the crashes still happen. I tried couple of tests scenes and Blender crashed even with "Lock Interface" enabled. However, it never crashed when using the two methods outlined above. |
Hi, would it be a good idea to make a kind of "poor boy render operator" based on this kind of frame by frame script shipping with AN ? In case users can't render in a classic way their animation without crash, there would be a simple out of the box solution ! |
@samytichadou I guess we can consider that. But I am planning on diving deeper into the problem at some point because even the described methods don't work all the time. |
neat :D great news ! |
a solution for those who still have a problem about animation nodes rendering: |
I found render from viewport can also work. The good part is that it allows me to render mp4 directly, since I don't know how to use a script to render a mp4 instead of an img sequence. |
Is there any value in providing .blend files that reliably crash? |
We can reproduce the issue readily. However, it is rooted in Blender itself, so it is much harder to solve, as we can only implement a workaround, not a proper fix. |
@ewhac On second thought, it would be nice if you can provide a blend file that can reliably crash. Thanks in advance! |
@OmarEmaraDev: Cool, where should I send it? |
@ewhac I think you can just zip it and attach it here. |
Thank you very very much for your quick help, also for a beginner like me. Using Matrix Input seems to solve my problem and also lock interface prevents Blender to crash. |
Just a turnaround, but maybe it may help someone. I created an operator in Tissue in order to render all the frames allowing to press ESC for Cancel the operation. I have the same problem with Animated Tessellations with Tissue add-on. I cannot render the animation or export as alembic: It's currently available in the development branch of Tissue: https://github.com/alessandro-zomparelli/tissue/tree/b280-dev |
@alessandro-zomparelli Did you take a look at #1294 and b1ac938? |
Thanks, I'll check it! |
Hi Omar, thanks for the hint. I gave a look to your strategy and I tried to adapt to my code, but then I realized that during the Tessellation I'm actually adding and deleting some modifiers each time. I'm worried that this doesn't allow me to use the |
@alessandro-zomparelli I see. I am not entirely sure if that will be a problem or if we can work around it. Can you point me in the direction of the code you are talking about? Maybe a minimal example that illustrates the issue would be nice as well. |
@OmarEmaraDev I'll try to explain: case 1) basically I use an array modifier inside the tessellation. case 2) Another example is the Patch Tessellation, I need to compare a base mesh before and after the subdivision surface modifier, in order to have a structured grid for each subdivided face. case 3) If more iterations are used, then I may have to repeat case 1 and 2 to the previously generated object. |
It seems to me like it should work even with those ops. |
Hi everybody, I'm having the same issue: an not updating during animation render (i'm using time info for an overlaying frame counter + timing . I'm trying baking to frame with no result. Is it correct to render animation after baking? |
@AticAtac80 Are you using the latest version of Animation Nodes? https://animation-nodes.com/#download |
@OmarEmaraDev |
@OmarEmaraDev |
Auto exection ON |
@AticAtac80 Can you add the file? |
It's a video edit. Is it ok for you without the linked video sequences? |
@AticAtac80 Yes. |
Thanx for your help! :-) |
@AticAtac80 I can replicate the issue. I will investigate. |
@AticAtac80 Seems like a Blender bug where the frame change handlers don't execute if the sequencer exists in the rendering pipeline. I will confirm it and report it to the developers. |
Great! Will wait for the news! :-) |
Any update on this thread? |
@Misterdudeman What issue are you having? |
Same issues as this thread. In addition I'm having differences in renders from single frame to command line renders. |
@Misterdudeman Does enabling Lock User Interface fixes the crashes? What kind of differences are you experiencing? |
It seemed to help it not crash but still didn't run correctly in the Render Animation. |
Lock User Interface should always be enabled when rendering AN animations, there is no way around it unfortunately. |
Not sure if anyone has suggested this, but baking the keyframes and then disabling the node trees did the trick for me! |
Wow, this one really saved me! Thanks a lot |
What is the issue?
Blender crashes during rendering or exporting animations implemented using Animation Nodes. The crash is not always reproducible, but it seems highly reproducible in certain cases. In particular, when Animation Nodes is adding/removing objects or altering object data such as meshes or splines.
Why haven't we fixed this issue yet?
The issue is caused by an upstream Blender bug, or rather, a design limitation. Consequently, there wasn't much we can do. However, we are currently looking into possible workarounds to mitigate the issue.
What can I do to render my animation?
To render your animation, you may try to use one of the following methods. Non of the methods are guaranteed to work, but they proved effective in many situations.
Background Render
You may try to render the animation in the background (Without the UI). To do so, execute blender from the terminal/console using the
-b
flag. For instance:For more details and examples, see the Blender man page.
Render Individual Frames
You may try to render frames individually using the following script:
The script render frames from Start Frame to End Frame and saves them in the scene's file path directory.
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