Thank you @Bastien Montagne (mont29) . I did discover a workaround which was to wrap the script in a function that is appended to the app handlers. Consider the following script:
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Jul 27 2018
Jul 16 2018
Aug 6 2017
Jun 19 2017
Suggestion: Manipulators on Camera and Lamp objects should be accessed by entering Edit Mode for these objects.
For instance, one could select a Spot Lamp and press Tab to enter Edit Mode, which would expose the manipulators for size, angle, and falloff. These would be hidden in object mode so as to avoid clutter. Entering edit mode on a Camera could expose manipulators for viewing angle, shift, focus distance and clipping.
Apr 12 2017
This will probably get archived as not-a-bug, but I agree, and I think this functionality should be reconsidered for 2.8.
Oct 7 2016
Jul 25 2016
Mar 30 2016
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Mar 27 2016
Mar 16 2016
Mar 14 2016
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Feb 8 2016
Feb 6 2016
Nov 12 2015
That was 8 hours turnaround time. Excellent work, Sergey!
Jul 14 2015
Apr 10 2015
Mar 19 2015
Feb 20 2015
Jan 25 2015
Thank you, aligorith!
Jan 21 2015
Sep 5 2014
The video output and encoding panels are poorly organized and misleading.
Here's the full proposal on how to fix them.
Aug 23 2014
Interesting. Would this difference necessitate the smoothing of all normals in BGE deform?
Aug 21 2014
Aug 18 2014
Aug 7 2014
Jul 25 2014
Good lord, this issue has been up for 2+ years? It seems pretty critical. Who can be bribed to address this? I swear I'll bake them a cake.
Jul 24 2014
Oops! nearly forgot the file:
Jul 3 2014
I vote that the walkthrough feature go ahead and use scene gravity by default. It'd be silly to keep it hard coded, and confusing to make it distinct from existing scene settings.
Jun 4 2014
Teachers and tutorial writers are the main- if not sole- user group that need an addon like this. The purpose of screencasting clicks and key strokes is so that a viewer who is new to Blender can know- at all times- exactly what buttons the instructor is pressing. So, if a limitation of the screencast keys addon presents an issue for tutorial writers, then that is a drawback to the addon as a whole.
May 21 2014
May 13 2014
Perhaps the input could be de-limited only in actions for which it is appropriate. But for what it's worth, I'd rather be able to break something than have to deal with artificial restraints. That's more like the spirit of Blender, right?
May 12 2014
Apr 30 2014
Apr 21 2014
Invalid. Viewport color is not supposed to affect the material's actual rendered color.
Apr 18 2014
Apr 13 2014
Apr 9 2014
Apr 1 2014
Here are the settings you're looking for. You left these untouched!
I don't believe this is valid.
Mar 31 2014
Mar 28 2014
Mar 24 2014
I'd like to add that this seems like a widespread issue in Blender. Often when an object's property is driven by another property of itself, there seems to be a lag of one logic tick, even though the dependency is not cyclic. This bug can be reproduced simply by driving the rotation of an object by its location. The "extra object/data update" hacks do not appear to remedy this.
Mar 20 2014
Interesting! I'd say that this is technically not a bug...
Certain modifiers do work in a stack; the envelope modifier for instance will deform a sine wave function, but a sine wave function can also come after the envelope.
Sounds like Auto Perspective has been enabled by default in 2.70. Not a Bug. Feature!
Mar 18 2014
Mar 5 2014
BTW, my company is producing an online Blender animation class for children. I understand the devs' reluctance to fix minor bugs so close to an official release, but we're launching quite soon so I'm worried that if this bug survives into version 2.70, it will make children cry. Sobbing, they will repeatedly press ctrl+z to no avail, believing that their character's bone is gone and their animation is ruined forever.
Mar 1 2014
Feb 21 2014
Thank you, @Thomas Dinges (dingto). I tried the "=" key but it has no effect.
There is a note on the wiki:
Feb 18 2014
Thanks, @Joshua Leung (aligorith)! I believe you if you say that this issue is more trouble than it is worth to fix.
Feb 11 2014
Feb 10 2014
Feb 5 2014
Feb 4 2014
That sounds like a fine solution. Thanks, Everyone!
Jan 30 2014
P.S. Here is the attached example. Almost forgot!
Jan 27 2014
What if "time offset" were another modifier in the stack entirely? That way, it could be added as part of a chain with any modifier or keyframe animation. You could achieve @bassam kurdali (bassamk) 's effect and many others without adding too much more clutter to one modifier.
Jan 24 2014
I agree, @Brecht Van Lommel (brecht) , but which scene's camera data would the output node use? You would still have the same issue as with the Defocus node, in that the node is taking invisible inputs (i.e., camera data) that are not exposed to the user.
@Lukas Toenne (lukastoenne) , That's a very good observation.
Jan 23 2014
@Brecht Van Lommel (brecht), I wondered about that right after I reported this. That "feature" would be useful for just such a thing, but it seems wrong to make it ambiguous to the user.