Maniphest T63582

2.79 Modified Rigs to 2.80 Crash To Desktop
Closed, Resolved

Assigned To
Alexander Gavrilov (angavrilov)
Authored By
Jonathan Romer (AnsettAnimation)
Apr 14 2019, 4:47 AM
Tags
  • BF Blender
Subscribers
Alexander Gavrilov (angavrilov)
Jonathan Romer (AnsettAnimation)
Sebastian Parborg (zeddb)

Description

System Information
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX 780 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67

Blender Version
Broken: version: 2.80 (sub 54), branch: blender2.7, commit date: 2019-04-07 15:02, hash: rB75f551facaf0
Worked: (optional)

Short description of error
I still use Blender 2.79 to animate my Sim but running 2.79 rigs to 2.80. A single movement on any rig crash to desktop.

I wanted to create a new 2.80 rigs with Sims 4 model but it crash to desktop immediately when I "Add Object Constraint" - Transformation - Rotate, Location or Transformation in pre-made rigs.

The sphere rigs doesn't show in 2.80, moving the rigs picks up very bad glitch & distortion on the model, and it lags or crash to desktop when I undo when operating the rigs.

BLENDER 2.80
No sphere rigs and I have to switch over to object model to pose another rig.

BLENDER 2.79
Sphere rigs are visible and I do not have to switch back to object mode when I change over different rig.

SCREENSHOT WHEN CRASH TO DESKTOP

BLENDER FILES

Related Objects

Mentioned In
T63603: Blender crashing while rendering scene with linked rigs
rB3731729b96fa: Depsgraph: fix hard CTD on dependency cycles through POSE_INIT.
Mentioned Here
T63603: Blender crashing while rendering scene with linked rigs
rB75f551facaf0: GPencil: Fix wrong Brush texture for pinned materials

Event Timeline

Jonathan Romer (AnsettAnimation) created this task.Apr 14 2019, 4:47 AM
Jonathan Romer (AnsettAnimation) added a comment.Apr 14 2019, 4:56 AM

OPERATE RJ17ANA3.BUG file and follow the instructions to reach Crash To Desktop

  1. For bR_UpperArm add bone constraint - Copy Location

  1. In Target, select Rig - Mover

  1. In Bone, select RIGHT UPPERARM

  1. CRASH TO DESKTOP
Jonathan Romer (AnsettAnimation) updated the task description.Apr 14 2019, 5:03 AM
matc (matc) added a subscriber: matc (matc).Apr 14 2019, 5:11 AM

When I open RJ17ANAN3.BUG.blend I get the following output:

Dependency cycle detected:
  'OBRig - Mover.RIGHT HAND.BONE_CONSTRAINTS()' depends on 'OBrig.b__R_Hand__.BONE_DONE()' through 'Copy Rotation'
  'OBrig.b__R_Hand__.BONE_DONE()' depends on 'OBrig.POSE_IK_SOLVER()' through 'IK Solver Result'
  'OBrig.POSE_IK_SOLVER()' depends on 'OBrig.POSE_INIT_IK()' through 'Init IK -> IK Solver'
  'OBrig.POSE_INIT_IK()' depends on 'OBrig.POSE_INIT()' through 'Pose Init -> Pose Init IK'
  'OBrig.POSE_INIT()' depends on 'OBRig - Mover.RIGHT HAND.BONE_DONE()' through 'IK'
  'OBRig - Mover.RIGHT HAND.BONE_DONE()' depends on 'OBRig - Mover.RIGHT HAND.BONE_READY()' through 'Ready -> Done'
  'OBRig - Mover.RIGHT HAND.BONE_READY()' depends on 'OBRig - Mover.RIGHT HAND.BONE_CONSTRAINTS()' through 'Constraints -> Ready'
Dependency cycle detected:
  'OBrig.POSE_INIT()' depends on 'OBRig - Mover.LEFT HAND.BONE_DONE()' through 'IK'
  'OBRig - Mover.LEFT HAND.BONE_DONE()' depends on 'OBRig - Mover.LEFT HAND.BONE_READY()' through 'Ready -> Done'
  'OBRig - Mover.LEFT HAND.BONE_READY()' depends on 'OBRig - Mover.LEFT HAND.BONE_CONSTRAINTS()' through 'Constraints -> Ready'
  'OBRig - Mover.LEFT HAND.BONE_CONSTRAINTS()' depends on 'OBrig.b__L_Hand__.BONE_DONE()' through 'Copy Rotation'
  'OBrig.b__L_Hand__.BONE_DONE()' depends on 'OBrig.POSE_IK_SOLVER()' through 'IK Solver Result'
  'OBrig.POSE_IK_SOLVER()' depends on 'OBrig.POSE_INIT_IK()' through 'Init IK -> IK Solver'
  'OBrig.POSE_INIT_IK()' depends on 'OBrig.POSE_INIT()' through 'Pose Init -> Pose Init IK'
Detected 2 dependency cycles

But I don't crash when I reproduce the situation in your last picture. Could you provide step by step instruction to crash blender with one of your files?

matc (matc) added a comment.Apr 14 2019, 5:28 AM

I can't add a bone contstraint to b__R_UpperArm__.

Jonathan Romer (AnsettAnimation) added a comment.Apr 14 2019, 5:31 AM

Both rigs are suppose to be pose mode. Sorry I forgot to put that in the instruction.
Give me few minutes to collect error logs from Blender 2.8. Thanks matc. x)

Jonathan Romer (AnsettAnimation) added a comment.Apr 14 2019, 5:35 AM

Microsoft Windows [Version 10.0.17134.706]
(c) 2018 Microsoft Corporation. All rights reserved.

C:\Users\RJ17ANA> cd\
C:\>D:

D:\Program Files\Blender Foundation\blender-2.80.0-git.75f551facaf0-windows64>blender.exe
Read prefs: C:\Users\RJ17ANA\AppData\Roaming\Blender Foundation\Blender\2.80\config\userpref.blend
AL lib: (EE) ALCmmdevPlayback_resetProxy: Audio client returned buffer_len < period*2; expect break up
AL lib: (EE) UpdateDeviceParams: Failed to set 192000hz, got 48000hz instead
AL lib: (EE) SetChannelMap: Failed to match front-center channel (2) in channel map
found bundled python: D:\Program Files\Blender Foundation\blender-2.80.0-git.75f551facaf0-windows64\2.80\python
Traceback (most recent call last):

File "D:\Program Files\Blender Foundation\blender-2.80.0-git.75f551facaf0-windows64\2.80\scripts\modules\addon_utils.py", line 351, in enable
  mod = __import__(module_name)
File "C:\Users\RJ17ANA\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\import-ninja.py", line 7, in <module>
  from bpy_extras.io_utils import ImportHelper, orientation_helper_factory, axis_conversion, _check_axis_conversion

ImportError: cannot import name 'orientation_helper_factory' from 'bpy_extras.io_utils' (D:\Program Files\Blender Foundation\blender-2.80.0-git.75f551facaf0-windows64\2.80\scripts\modules\bpy_extras\io_utils.py)
Traceback (most recent call last):

File "D:\Program Files\Blender Foundation\blender-2.80.0-git.75f551facaf0-windows64\2.80\scripts\modules\addon_utils.py", line 351, in enable
  mod = __import__(module_name)

ModuleNotFoundError: No module named 'archipack_20'
Read blend: C:\Users\RJ17ANA\Desktop\RJ17ANA3.BUG.blend
Dependency cycle detected:

'OBRig - Mover.RIGHT HAND.BONE_CONSTRAINTS()' depends on 'OBrig.b__R_Hand__.BONE_DONE()' through 'Copy Rotation'
'OBrig.b__R_Hand__.BONE_DONE()' depends on 'OBrig.POSE_IK_SOLVER()' through 'IK Solver Result'
'OBrig.POSE_IK_SOLVER()' depends on 'OBrig.POSE_INIT_IK()' through 'Init IK -> IK Solver'
'OBrig.POSE_INIT_IK()' depends on 'OBrig.POSE_INIT()' through 'Pose Init -> Pose Init IK'
'OBrig.POSE_INIT()' depends on 'OBRig - Mover.RIGHT HAND.BONE_DONE()' through 'IK'
'OBRig - Mover.RIGHT HAND.BONE_DONE()' depends on 'OBRig - Mover.RIGHT HAND.BONE_READY()' through 'Ready -> Done'
'OBRig - Mover.RIGHT HAND.BONE_READY()' depends on 'OBRig - Mover.RIGHT HAND.BONE_CONSTRAINTS()' through 'Constraints -> Ready'

Dependency cycle detected:

'OBrig.POSE_INIT()' depends on 'OBRig - Mover.LEFT HAND.BONE_DONE()' through 'IK'
'OBRig - Mover.LEFT HAND.BONE_DONE()' depends on 'OBRig - Mover.LEFT HAND.BONE_READY()' through 'Ready -> Done'
'OBRig - Mover.LEFT HAND.BONE_READY()' depends on 'OBRig - Mover.LEFT HAND.BONE_CONSTRAINTS()' through 'Constraints -> Ready'
'OBRig - Mover.LEFT HAND.BONE_CONSTRAINTS()' depends on 'OBrig.b__L_Hand__.BONE_DONE()' through 'Copy Rotation'
'OBrig.b__L_Hand__.BONE_DONE()' depends on 'OBrig.POSE_IK_SOLVER()' through 'IK Solver Result'
'OBrig.POSE_IK_SOLVER()' depends on 'OBrig.POSE_INIT_IK()' through 'Init IK -> IK Solver'
'OBrig.POSE_INIT_IK()' depends on 'OBrig.POSE_INIT()' through 'Pose Init -> Pose Init IK'

Detected 2 dependency cycles
Dependency cycle detected:

'OBRig - Mover.RIGHT HAND.BONE_CONSTRAINTS()' depends on 'OBrig.b__R_Hand__.BONE_DONE()' through 'Copy Rotation'
'OBrig.b__R_Hand__.BONE_DONE()' depends on 'OBrig.POSE_IK_SOLVER()' through 'IK Solver Result'
'OBrig.POSE_IK_SOLVER()' depends on 'OBrig.POSE_INIT_IK()' through 'Init IK -> IK Solver'
'OBrig.POSE_INIT_IK()' depends on 'OBrig.POSE_INIT()' through 'Pose Init -> Pose Init IK'
'OBrig.POSE_INIT()' depends on 'OBRig - Mover.RIGHT HAND.BONE_DONE()' through 'IK'
'OBRig - Mover.RIGHT HAND.BONE_DONE()' depends on 'OBRig - Mover.RIGHT HAND.BONE_READY()' through 'Ready -> Done'
'OBRig - Mover.RIGHT HAND.BONE_READY()' depends on 'OBRig - Mover.RIGHT HAND.BONE_CONSTRAINTS()' through 'Constraints -> Ready'

Dependency cycle detected:

'OBrig.POSE_INIT()' depends on 'OBRig - Mover.LEFT HAND.BONE_DONE()' through 'IK'
'OBRig - Mover.LEFT HAND.BONE_DONE()' depends on 'OBRig - Mover.LEFT HAND.BONE_READY()' through 'Ready -> Done'
'OBRig - Mover.LEFT HAND.BONE_READY()' depends on 'OBRig - Mover.LEFT HAND.BONE_CONSTRAINTS()' through 'Constraints -> Ready'
'OBRig - Mover.LEFT HAND.BONE_CONSTRAINTS()' depends on 'OBrig.b__L_Hand__.BONE_DONE()' through 'Copy Rotation'
'OBrig.b__L_Hand__.BONE_DONE()' depends on 'OBrig.POSE_IK_SOLVER()' through 'IK Solver Result'
'OBrig.POSE_IK_SOLVER()' depends on 'OBrig.POSE_INIT_IK()' through 'Init IK -> IK Solver'
'OBrig.POSE_INIT_IK()' depends on 'OBrig.POSE_INIT()' through 'Pose Init -> Pose Init IK'

Detected 2 dependency cycles
Dependency cycle detected:

'OBRig - Mover.RIGHT HAND.BONE_CONSTRAINTS()' depends on 'OBrig.b__R_Hand__.BONE_DONE()' through 'Copy Rotation'
'OBrig.b__R_Hand__.BONE_DONE()' depends on 'OBrig.POSE_IK_SOLVER()' through 'IK Solver Result'
'OBrig.POSE_IK_SOLVER()' depends on 'OBrig.POSE_INIT_IK()' through 'Init IK -> IK Solver'
'OBrig.POSE_INIT_IK()' depends on 'OBrig.POSE_INIT()' through 'Pose Init -> Pose Init IK'
'OBrig.POSE_INIT()' depends on 'OBRig - Mover.RIGHT HAND.BONE_DONE()' through 'IK'
'OBRig - Mover.RIGHT HAND.BONE_DONE()' depends on 'OBRig - Mover.RIGHT HAND.BONE_READY()' through 'Ready -> Done'
'OBRig - Mover.RIGHT HAND.BONE_READY()' depends on 'OBRig - Mover.RIGHT HAND.BONE_CONSTRAINTS()' through 'Constraints -> Ready'

Dependency cycle detected:

'OBrig.POSE_INIT()' depends on 'OBRig - Mover.LEFT HAND.BONE_DONE()' through 'IK'
'OBRig - Mover.LEFT HAND.BONE_DONE()' depends on 'OBRig - Mover.LEFT HAND.BONE_READY()' through 'Ready -> Done'
'OBRig - Mover.LEFT HAND.BONE_READY()' depends on 'OBRig - Mover.LEFT HAND.BONE_CONSTRAINTS()' through 'Constraints -> Ready'
'OBRig - Mover.LEFT HAND.BONE_CONSTRAINTS()' depends on 'OBrig.b__L_Hand__.BONE_DONE()' through 'Copy Rotation'
'OBrig.b__L_Hand__.BONE_DONE()' depends on 'OBrig.POSE_IK_SOLVER()' through 'IK Solver Result'
'OBrig.POSE_IK_SOLVER()' depends on 'OBrig.POSE_INIT_IK()' through 'Init IK -> IK Solver'
'OBrig.POSE_INIT_IK()' depends on 'OBrig.POSE_INIT()' through 'Pose Init -> Pose Init IK'

Detected 2 dependency cycles
Dependency cycle detected:

'OBrig.POSE_IK_SOLVER()' depends on 'OBrig.POSE_INIT_IK()' through 'Init IK -> IK Solver'
'OBrig.POSE_INIT_IK()' depends on 'OBrig.POSE_INIT()' through 'Pose Init -> Pose Init IK'
'OBrig.POSE_INIT()' depends on 'OBRig - Mover.RIGHT HAND.BONE_DONE()' through 'IK'
'OBRig - Mover.RIGHT HAND.BONE_DONE()' depends on 'OBRig - Mover.RIGHT HAND.BONE_READY()' through 'Ready -> Done'
'OBRig - Mover.RIGHT HAND.BONE_READY()' depends on 'OBRig - Mover.RIGHT HAND.BONE_CONSTRAINTS()' through 'Constraints -> Ready'
'OBRig - Mover.RIGHT HAND.BONE_CONSTRAINTS()' depends on 'OBrig.b__R_Hand__.BONE_DONE()' through 'Copy Rotation'
'OBrig.b__R_Hand__.BONE_DONE()' depends on 'OBrig.POSE_IK_SOLVER()' through 'IK Solver Result'

Dependency cycle detected:

'OBrig.POSE_INIT()' depends on 'OBRig - Mover.LEFT HAND.BONE_DONE()' through 'IK'
'OBRig - Mover.LEFT HAND.BONE_DONE()' depends on 'OBRig - Mover.LEFT HAND.BONE_READY()' through 'Ready -> Done'
'OBRig - Mover.LEFT HAND.BONE_READY()' depends on 'OBRig - Mover.LEFT HAND.BONE_CONSTRAINTS()' through 'Constraints -> Ready'
'OBRig - Mover.LEFT HAND.BONE_CONSTRAINTS()' depends on 'OBrig.b__L_Hand__.BONE_DONE()' through 'Copy Rotation'
'OBrig.b__L_Hand__.BONE_DONE()' depends on 'OBrig.POSE_IK_SOLVER()' through 'IK Solver Result'
'OBrig.POSE_IK_SOLVER()' depends on 'OBrig.POSE_INIT_IK()' through 'Init IK -> IK Solver'
'OBrig.POSE_INIT_IK()' depends on 'OBrig.POSE_INIT()' through 'Pose Init -> Pose Init IK'

Dependency cycle detected:

'OBrig.b__R_UpperArm__.BONE_CONSTRAINTS()' depends on 'OBrig.b__R_UpperArm__.BONE_POSE_PARENT()' through 'Pose -> Constraints Stack'
'OBrig.b__R_UpperArm__.BONE_POSE_PARENT()' depends on 'OBrig.b__R_Clavicle__.BONE_DONE()' through 'Parent Bone -> Child Bone'
'OBrig.b__R_Clavicle__.BONE_DONE()' depends on 'OBrig.b__R_Clavicle__.BONE_READY()' through 'Ready -> Done'
'OBrig.b__R_Clavicle__.BONE_READY()' depends on 'OBrig.b__R_Clavicle__.BONE_POSE_PARENT()' through 'Pose -> Ready'
'OBrig.b__R_Clavicle__.BONE_POSE_PARENT()' depends on 'OBrig.b__Spine2__.BONE_DONE()' through 'Parent Bone -> Child Bone'
'OBrig.b__Spine2__.BONE_DONE()' depends on 'OBrig.b__Spine2__.BONE_READY()' through 'Ready -> Done'
'OBrig.b__Spine2__.BONE_READY()' depends on 'OBrig.b__Spine2__.BONE_POSE_PARENT()' through 'Pose -> Ready'
'OBrig.b__Spine2__.BONE_POSE_PARENT()' depends on 'OBrig.b__Spine1__.BONE_DONE()' through 'Parent Bone -> Child Bone'
'OBrig.b__Spine1__.BONE_DONE()' depends on 'OBrig.b__Spine1__.BONE_READY()' through 'Ready -> Done'
'OBrig.b__Spine1__.BONE_READY()' depends on 'OBrig.b__Spine1__.BONE_POSE_PARENT()' through 'Pose -> Ready'
'OBrig.b__Spine1__.BONE_POSE_PARENT()' depends on 'OBrig.b__Spine0__.BONE_DONE()' through 'Parent Bone -> Child Bone'
'OBrig.b__Spine0__.BONE_DONE()' depends on 'OBrig.b__Spine0__.BONE_READY()' through 'Ready -> Done'
'OBrig.b__Spine0__.BONE_READY()' depends on 'OBrig.b__Spine0__.BONE_POSE_PARENT()' through 'Pose -> Ready'
'OBrig.b__Spine0__.BONE_POSE_PARENT()' depends on 'OBrig.b__ROOT_bind__.BONE_DONE()' through 'Parent Bone -> Child Bone'
'OBrig.b__ROOT_bind__.BONE_DONE()' depends on 'OBrig.b__ROOT_bind__.BONE_READY()' through 'Ready -> Done'
'OBrig.b__ROOT_bind__.BONE_READY()' depends on 'OBrig.b__ROOT_bind__.BONE_POSE_PARENT()' through 'Pose -> Ready'
'OBrig.b__ROOT_bind__.BONE_POSE_PARENT()' depends on 'OBrig.b__ROOT__.BONE_DONE()' through 'Parent Bone -> Child Bone'
'OBrig.b__ROOT__.BONE_DONE()' depends on 'OBrig.b__ROOT__.BONE_READY()' through 'Ready -> Done'
'OBrig.b__ROOT__.BONE_READY()' depends on 'OBrig.b__ROOT__.BONE_POSE_PARENT()' through 'Pose -> Ready'
'OBrig.b__ROOT__.BONE_POSE_PARENT()' depends on 'OBrig.b__ROOT__.BONE_LOCAL()' through 'Bone Local - Bone Pose'
'OBrig.b__ROOT__.BONE_LOCAL()' depends on 'OBrig.POSE_INIT()' through 'Pose Init - Bone Local'
'OBrig.POSE_INIT()' depends on 'OBRig - Mover.RIGHT HAND.BONE_DONE()' through 'IK'
'OBRig - Mover.RIGHT HAND.BONE_DONE()' depends on 'OBRig - Mover.RIGHT HAND.BONE_READY()' through 'Ready -> Done'
'OBRig - Mover.RIGHT HAND.BONE_READY()' depends on 'OBRig - Mover.RIGHT HAND.BONE_CONSTRAINTS()' through 'Constraints -> Ready'
'OBRig - Mover.RIGHT HAND.BONE_CONSTRAINTS()' depends on 'OBrig.b__R_Hand__.BONE_DONE()' through 'Copy Rotation'
'OBrig.b__R_Hand__.BONE_DONE()' depends on 'OBrig.POSE_IK_SOLVER()' through 'IK Solver Result'
'OBrig.POSE_IK_SOLVER()' depends on 'OBrig.b__R_UpperArm__.BONE_READY()' through 'IK Chain Parent'
'OBrig.b__R_UpperArm__.BONE_READY()' depends on 'OBrig.b__R_UpperArm__.BONE_CONSTRAINTS()' through 'Constraints -> Ready'

Dependency cycle detected:

'OBrig.b__R_UpperArm__.BONE_CONSTRAINTS()' depends on 'OBrig.b__R_UpperArm__.BONE_LOCAL()' through 'Local -> Constraints Stack'
'OBrig.b__R_UpperArm__.BONE_LOCAL()' depends on 'OBrig.POSE_INIT()' through 'Pose Init - Bone Local'
'OBrig.POSE_INIT()' depends on 'OBRig - Mover.RIGHT HAND.BONE_DONE()' through 'IK'
'OBRig - Mover.RIGHT HAND.BONE_DONE()' depends on 'OBRig - Mover.RIGHT HAND.BONE_READY()' through 'Ready -> Done'
'OBRig - Mover.RIGHT HAND.BONE_READY()' depends on 'OBRig - Mover.RIGHT HAND.BONE_CONSTRAINTS()' through 'Constraints -> Ready'
'OBRig - Mover.RIGHT HAND.BONE_CONSTRAINTS()' depends on 'OBrig.b__R_Hand__.BONE_DONE()' through 'Copy Rotation'
'OBrig.b__R_Hand__.BONE_DONE()' depends on 'OBrig.POSE_IK_SOLVER()' through 'IK Solver Result'
'OBrig.POSE_IK_SOLVER()' depends on 'OBrig.b__R_UpperArm__.BONE_READY()' through 'IK Chain Parent'
'OBrig.b__R_UpperArm__.BONE_READY()' depends on 'OBrig.b__R_UpperArm__.BONE_CONSTRAINTS()' through 'Constraints -> Ready'

Dependency cycle detected:

'OBrig.POSE_IK_SOLVER()' depends on 'OBrig.b__R_Forearm__.BONE_READY()' through 'IK Chain Parent'
'OBrig.b__R_Forearm__.BONE_READY()' depends on 'OBrig.b__R_Forearm__.BONE_POSE_PARENT()' through 'Pose -> Ready'
'OBrig.b__R_Forearm__.BONE_POSE_PARENT()' depends on 'OBrig.b__R_Forearm__.BONE_LOCAL()' through 'Bone Local - Bone Pose'
'OBrig.b__R_Forearm__.BONE_LOCAL()' depends on 'OBrig.POSE_INIT()' through 'Pose Init - Bone Local'
'OBrig.POSE_INIT()' depends on 'OBRig - Mover.RIGHT HAND.BONE_DONE()' through 'IK'
'OBRig - Mover.RIGHT HAND.BONE_DONE()' depends on 'OBRig - Mover.RIGHT HAND.BONE_READY()' through 'Ready -> Done'
'OBRig - Mover.RIGHT HAND.BONE_READY()' depends on 'OBRig - Mover.RIGHT HAND.BONE_CONSTRAINTS()' through 'Constraints -> Ready'
'OBRig - Mover.RIGHT HAND.BONE_CONSTRAINTS()' depends on 'OBrig.b__R_Hand__.BONE_DONE()' through 'Copy Rotation'
'OBrig.b__R_Hand__.BONE_DONE()' depends on 'OBrig.POSE_IK_SOLVER()' through 'IK Solver Result'

Dependency cycle detected:

'OBrig.POSE_IK_SOLVER()' depends on 'OBrig.b__R_Hand__.BONE_READY()' through 'IK Solver Owner'
'OBrig.b__R_Hand__.BONE_READY()' depends on 'OBrig.b__R_Hand__.BONE_CONSTRAINTS()' through 'Constraints -> Ready'
'OBrig.b__R_Hand__.BONE_CONSTRAINTS()' depends on 'OBrig.b__R_Hand__.BONE_POSE_PARENT()' through 'Pose -> Constraints Stack'
'OBrig.b__R_Hand__.BONE_POSE_PARENT()' depends on 'OBrig.b__R_Forearm__.BONE_READY()' through 'Parent Bone -> Child Bone'
'OBrig.b__R_Forearm__.BONE_READY()' depends on 'OBrig.b__R_Forearm__.BONE_POSE_PARENT()' through 'Pose -> Ready'
'OBrig.b__R_Forearm__.BONE_POSE_PARENT()' depends on 'OBrig.b__R_Forearm__.BONE_LOCAL()' through 'Bone Local - Bone Pose'
'OBrig.b__R_Forearm__.BONE_LOCAL()' depends on 'OBrig.POSE_INIT()' through 'Pose Init - Bone Local'
'OBrig.POSE_INIT()' depends on 'OBRig - Mover.RIGHT HAND.BONE_DONE()' through 'IK'
'OBRig - Mover.RIGHT HAND.BONE_DONE()' depends on 'OBRig - Mover.RIGHT HAND.BONE_READY()' through 'Ready -> Done'
'OBRig - Mover.RIGHT HAND.BONE_READY()' depends on 'OBRig - Mover.RIGHT HAND.BONE_CONSTRAINTS()' through 'Constraints -> Ready'
'OBRig - Mover.RIGHT HAND.BONE_CONSTRAINTS()' depends on 'OBrig.b__R_Hand__.BONE_DONE()' through 'Copy Rotation'
'OBrig.b__R_Hand__.BONE_DONE()' depends on 'OBrig.POSE_IK_SOLVER()' through 'IK Solver Result'

Dependency cycle detected:

'OBrig.b__R_Hand__.BONE_DONE()' depends on 'OBrig.b__R_Hand__.BONE_READY()' through 'Ready -> Done'
'OBrig.b__R_Hand__.BONE_READY()' depends on 'OBrig.b__R_Hand__.BONE_CONSTRAINTS()' through 'Constraints -> Ready'
'OBrig.b__R_Hand__.BONE_CONSTRAINTS()' depends on 'OBrig.b__R_Hand__.BONE_POSE_PARENT()' through 'Pose -> Constraints Stack'
'OBrig.b__R_Hand__.BONE_POSE_PARENT()' depends on 'OBrig.b__R_Forearm__.BONE_READY()' through 'Parent Bone -> Child Bone'
'OBrig.b__R_Forearm__.BONE_READY()' depends on 'OBrig.b__R_Forearm__.BONE_POSE_PARENT()' through 'Pose -> Ready'
'OBrig.b__R_Forearm__.BONE_POSE_PARENT()' depends on 'OBrig.b__R_Forearm__.BONE_LOCAL()' through 'Bone Local - Bone Pose'
'OBrig.b__R_Forearm__.BONE_LOCAL()' depends on 'OBrig.POSE_INIT()' through 'Pose Init - Bone Local'
'OBrig.POSE_INIT()' depends on 'OBRig - Mover.RIGHT HAND.BONE_DONE()' through 'IK'
'OBRig - Mover.RIGHT HAND.BONE_DONE()' depends on 'OBRig - Mover.RIGHT HAND.BONE_READY()' through 'Ready -> Done'
'OBRig - Mover.RIGHT HAND.BONE_READY()' depends on 'OBRig - Mover.RIGHT HAND.BONE_CONSTRAINTS()' through 'Constraints -> Ready'
'OBRig - Mover.RIGHT HAND.BONE_CONSTRAINTS()' depends on 'OBrig.b__R_Hand__.BONE_DONE()' through 'Copy Rotation'

Detected 7 dependency cycles
Error : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FF65C335470
Module : D:\Program Files\Blender Foundation\blender-2.80.0-git.75f551facaf0-windows64\blender.exe

D:\Program Files\Blender Foundation\blender-2.80.0-git.75f551facaf0-windows64>

Sebastian Parborg (zeddb) assigned this task to Alexander Gavrilov (angavrilov).Apr 14 2019, 3:25 PM
Sebastian Parborg (zeddb) lowered the priority of this task from 90 to 50.
Sebastian Parborg (zeddb) added subscribers: Alexander Gavrilov (angavrilov), Sebastian Parborg (zeddb).

We do not support rigs with dependency cycles. However it shouldn't crash. I can reproduce the crash.

I'm getting asserts after adding the bone constraint:

BLI_assert failed: blender/source/blender/blenkernel/intern/armature_update.c:559, pose_pchan_get_indexed(), at 'pose->chan_array != ((void *)0)'
BLI_assert failed: blender/source/blender/blenkernel/intern/armature_update.c:561, pose_pchan_get_indexed(), at 'pchan_index < MEM_allocN_len(pose->chan_array) / sizeof(bPoseChannel *)'

If I ignore those, it crashes with this backtrace:

Thread 25 "blender" received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7fffcfffd700 (LWP 752)]
0x00005555583dad5d in pose_pchan_get_indexed (pchan_index=61, ob=0x7fffe2de5208)
    at /home/zed/prog/blender/source/blender/blenkernel/intern/armature_update.c:562
562		return pose->chan_array[pchan_index];
(gdb) bt
#0  0x00005555583dad5d in pose_pchan_get_indexed (pchan_index=61, ob=0x7fffe2de5208)
    at /home/zed/prog/blender/source/blender/blenkernel/intern/armature_update.c:562
#1  BKE_pose_constraints_evaluate (depsgraph=0x7fffde6a2408, scene=0x7fffd314d008, object=0x7fffe2de5208, pchan_index=61)
    at /home/zed/prog/blender/source/blender/blenkernel/intern/armature_update.c:665
#2  0x00005555589d6bdd in std::__invoke_impl<void, void (*&)(Depsgraph*, Scene*, Object*, int), Depsgraph*, Scene*&, Object*&, int&> (__f=
    @0x7fffc6e90ca0: 0x5555583dac46 <BKE_pose_constraints_evaluate>, __args#0=@0x7fffcfffcb10: 0x7fffde6a2408, __args#1=@0x7fffc6e90cb8: 0x7fffd314d008,
    __args#2=@0x7fffc6e90cb0: 0x7fffe2de5208, __args#3=@0x7fffc6e90ca8: 61) at /usr/lib/gcc/x86_64-pc-linux-gnu/8.2.0/include/g++-v8/bits/invoke.h:60
#3  0x00005555589d68c3 in std::__invoke<void (*&)(Depsgraph*, Scene*, Object*, int), Depsgraph*, Scene*&, Object*&, int&> (__fn=
    @0x7fffc6e90ca0: 0x5555583dac46 <BKE_pose_constraints_evaluate>, __args#0=@0x7fffcfffcb10: 0x7fffde6a2408, __args#1=@0x7fffc6e90cb8: 0x7fffd314d008,
    __args#2=@0x7fffc6e90cb0: 0x7fffe2de5208, __args#3=@0x7fffc6e90ca8: 61) at /usr/lib/gcc/x86_64-pc-linux-gnu/8.2.0/include/g++-v8/bits/invoke.h:95
#4  0x00005555589d654b in std::_Bind<void (*(std::_Placeholder<1>, Scene*, Object*, int))(Depsgraph*, Scene*, Object*, int)>::__call<void, Depsgraph*&&, 0ul, 1ul, 2ul, 3ul>(std::tuple<Depsgraph*&&>&&, std::_Index_tuple<0ul, 1ul, 2ul, 3ul>) (this=0x7fffc6e90ca0, __args=...)
    at /usr/lib/gcc/x86_64-pc-linux-gnu/8.2.0/include/g++-v8/functional:400
#5  0x00005555589d60a0 in std::_Bind<void (*(std::_Placeholder<1>, Scene*, Object*, int))(Depsgraph*, Scene*, Object*, int)>::operator()<Depsgraph*, void>(Depsgraph*&&) (this=0x7fffc6e90ca0, __args#0=@0x7fffcfffcb10: 0x7fffde6a2408) at /usr/lib/gcc/x86_64-pc-linux-gnu/8.2.0/include/g++-v8/functional:484
#6  0x00005555589d5b60 in std::_Function_handler<void (Depsgraph*), std::_Bind<void (*(std::_Placeholder<1>, Scene*, Object*, int))(Depsgraph*, Scene*, Object*, int)> >::_M_invoke(std::_Any_data const&, Depsgraph*&&) (__functor=..., __args#0=@0x7fffcfffcb10: 0x7fffde6a2408)
    at /usr/lib/gcc/x86_64-pc-linux-gnu/8.2.0/include/g++-v8/bits/std_function.h:297
#7  0x00005555589e7273 in std::function<void (Depsgraph*)>::operator()(Depsgraph*) const (this=0x7fffc5bf10c0, __args#0=0x7fffde6a2408)
    at /usr/lib/gcc/x86_64-pc-linux-gnu/8.2.0/include/g++-v8/bits/std_function.h:687
#8  0x00005555589e6851 in DEG::deg_task_run_func (pool=0x7fffc6ca0008, taskdata=0x7fffc5bf1048, thread_id=3)
    at /home/zed/prog/blender/source/blender/depsgraph/intern/eval/deg_eval.cc:88
#9  0x00005555589a2587 in task_scheduler_thread_run (thread_p=0x7fffd319f898) at /home/zed/prog/blender/source/blender/blenlib/intern/task.c:442
#10 0x00007fffef1ac4c3 in start_thread () from /lib64/libpthread.so.0
#11 0x00007fffef0d575f in clone () from /lib64/libc.so.6

@Alexander Gavrilov (angavrilov) feel free to reassign if this is not for you.

Alexander Gavrilov (angavrilov) mentioned this in rB3731729b96fa: Depsgraph: fix hard CTD on dependency cycles through POSE_INIT..Apr 14 2019, 8:56 PM
Alexander Gavrilov (angavrilov) added a comment.Apr 14 2019, 9:02 PM

Well, I think I fixed the crash itself - is this done then? I haven't actually checked if the cycles themselves make sense, or anything.

Jonathan Romer (AnsettAnimation) added a comment.Apr 14 2019, 11:19 PM

I'll check out the index files and see it should solve the problem.

Jonathan Romer (AnsettAnimation) added a comment.EditedApr 15 2019, 2:22 AM

According to Robert's thread T63603. I have a same problem when rendering with rigs. I tried lowering down the pixel rates, compression, and minimise the rendering process. In like 1-2 minutes while rendering, it crash to desktop.

Without my additional rigs running pre-made rigs by The Sims 4 Studio. It renders fine.
The only way I prevent from crashing. I have to create animation in 2.79, save and play in 2.80 without using my additional rigs.

Alexander Gavrilov (angavrilov) added a comment.Apr 15 2019, 9:42 AM

So is there a 100% reliable simple procedure to reproduce?

matc (matc) removed a subscriber: matc (matc).May 10 2019, 12:18 AM
Alexander Gavrilov (angavrilov) changed the task status from Unknown Status to Resolved.May 11 2019, 3:55 PM

It seems all mentioned crashes are resolved, so closing.

Jonathan Romer (AnsettAnimation) added a comment.May 12 2019, 12:33 PM
In T63582#676723, @Alexander Gavrilov (angavrilov) wrote:

It seems all mentioned crashes are resolved, so closing.

The latest blender update solved the problem. I tested the rigs and no crash to desktop!

Jonathan Romer (AnsettAnimation) added a comment.Jun 2 2019, 2:02 PM

I'm happy to announce the sphere rigs are now compatible with Blender 2.80 on June development release! I'm truly happy I do not have to return back to Blender 2.79b!
I know the crashes are resolved but everything what I have mentioned in the first thread is now complete. :)