Rmgrmllll… OK, if it loads in Max, then it’s not illegal… sigh¹⁰⁰… One more odd case we'd have to support…
Works for me after updating lib/darwin-9.x.universal, previously pointed to /usr/local/bin/python3.5, now to the one distributed with Blender. So assuming this can be closed.
Hi, mind if I offer a little feedback, because I too have used Juan's addon to an extent to export meshes to Godot.
@Matjaž Lamut (lamoot) The Blender collada exporter has this feature and it is a for sure super easy to add this feature to whichever future exporter as well. So no worries :)
- If we are kicking out the current Collada module now, then Blender has no Collada Importer any more.
- Juan's Importer is not ready for Blender yet (he said so himself, not my words)
- Juan's exporter does not work for Second Life and needs to get some changes for that (see my blend files from yesterday)
- Blender's current Collada module has issues, which mostly can be fixed if someone with blender internal knowledge would spend a bit of time to get things into shape.
Yes, exactly, the main goal is saving memory - in the example above, the usage goes from 128MB on device and host to 1MB on the device and 17MB on the host.
Committed a fix now, hopefully it works for you. I don't have a mighty mouse to test, so it would help if you could try it, tomorrow the build here will be updated to include the fix:
Version 0.3.2, restore compatibility w/ Blender 2.76
Hello, I'm an animator and rigger using Blender to make animations for games. I use predominantly .fbx to get models from Blender to Unity, but would be happy to have an alternative, open format to use.
Please refer to commit notes for rB69dc0c3. The original patch for this report wasn't correct and Burley is not expected to be that much smoother actually for the same mean free path distance.
I think this was the expected workflow, check this post
The magic mouse is intended to behave this way, like a trackpad, it also did before. The scrollball is probably a special case that our logic doesn't handle properly.
@Juan Linietsky (reduz), no decisions have been made, and I only ask for evidence - to check code works before using is not speculation, its the bare minimum if you propose to replace existing code.
I hope that the result of my report does not be the removal of the feature.
Meh… I’m still not convinced here, often have the feeling translators are trying to be too smart for labels… Yes, superior-inferior is not exactly the same as arriba-abajo - but they totally convey the same “global meaning”. Otherwise, you could also argue that in english, we should also use 'upper - lower' for the layout, e.g.
I’m pretty sure that things like this 'Animated' checkbox (but also others, like 'Dynamic', etc.) should absolutely not be animatable? @Sergej Reich (sergof), what do you say?
Thanks for the report, but see no bug here, vgroups are vertex data, not face data, so when you add 'one face' of a cube to a vgroup, you add half of its vertices which affects five of the six faces… Ideally we could get a varying density of hair following vgroup weight gradient across faces, but that’s not implemented currently and is not a bug anyway.
No news since one week…
Thanks for the report, can confirm the bug in official 2.76b release, but no more with current master, so assuming it has been fixed already. :)
You guys are really great!
Since this is behavior of the driver we can't entirely avoid locking all buffers,
Committed checks only to update buffers which are needed, also gives noticable speedup to undo, from a few seconds in my case, to nearly instant.
Fixed/Worked around: rB3ec169527372524b638b6857d62a49e14f15f54c
Blender 2.76-9 (Hash: 3e7389e) is buggy.
Just wanted to close this out.
Well guys, let's do the following. Feel free to keep evaluating my importer, but after thinking this well I realized it's too early to submit it to you for adoption.
Even though I believe I have ample experience with this format, It's difficult for me to substance my claims so it only results in meaningless arguments.
So the main advantage here would be reducing memory usage, particularly for GPU rendering? Or is there another goal here I'm missing? With a smaller table render time might benefit as well, avoiding some cache misses in more complex scenes that don't fit in the CPU cache.
Talked quite a bit about this via IRC... There are good arguments for both behaviors (master vs. this patch), but I'm still leaning a bit towards behavior of this patch. However since it worked like that for years without users reporting it as a bug, and since it's a misplaced feature anyway (using object as invisible emitter only should be a mesh option, not a particle option), we decided to just leave as it is and not worry about it. Abandoning.
as far as i can tell when it happens it seems like a camera issue because it doesn't want to let me move my view, i've checked camera setting, ive checked user preferences and non of that ever changes i think its just a random issue with the view, it usually wears off after awhile to let me back in, originally it worked again after i uninstalled blender but the most recent one just decide to start working again
I'm not sure that the current behavior is wrong?
The cause of the slowdown is mapping and unmapping all VBO's after undo.
Thanks for the suggestion, but we do not accept feature requests on this tracker (use forums or bf-funboard ML for that).
Please do not create design/todo tasks, they are reserved to developers.
Do we need path_source_replace_includes() anymore? I would assume such a limitation would have been fixed since a few years ago?
- Hrmpf, really minor whitespace correction
- Add comments
The original action and armature pose should now be restored after export. Also, the method of detecting the first keyframe should now be more robust. I rebased this diff on the latest version, not sure if that works or if I need to make a new revision.
Eeeeh, you have good point about NodeAttribute. But that patch is not valid - may work in some case, but it can generate invalid FBX.
Any news on this crucial feature?