@Ellwood Zwovic (gandalf3) yes exactly, selecting the entire camera space and going to render settings to re-enable border feels rather horrible, let alone explaining that to a student struggling with the rest of Blender :)
Jun 16 2016
May 13 2016
May 12 2016
So can someone commit this patch then? This auto-disable feature is counter productive.
Mar 19 2016
I think the most sensible comment has been "let's check how others do it". Oh boy it almost doesn't seem like Blender! So how do others do it?
Jan 16 2016
@bassam kurdali (bassamk) I like that. IMO we're still missing an example of how the smoothing is useful.
Dec 16 2015
Nov 2 2015
@Campbell Barton (campbellbarton) hi Campbell, why woudn't it be an acceptable fix? Does it somehow change how things work right now at an user level perspective?
Oct 28 2015
Oct 13 2015
Sounds like both clean channels and clean keys are actually the same operator, and probably blender's operator memory is saving the last used option. Humnf
Why do you need that 1 key channel?
Oct 2 2015
Oct 1 2015
My bad, it was simplify. Blend coming from another person.. confusing.
Sep 24 2015
Sep 22 2015
Sep 21 2015
I forgot to add Campbell, we discussed this on IRC
Sep 20 2015
I have created a quick test file, move the bones around, see how they behave. Turn of Layered Weights and see the horrors.
Sep 18 2015
Sep 16 2015
Here's a video of this patch in action.
Sep 15 2015
Initial tests give me exactly what I expected. This eyelid is weight-painted with NO counteracting base weight whatsoever!
Sep 14 2015
Yeah I've requested this functionality (not quite there yet but we're talking on IRC). The purpose is to automate the messy workaround needed to do layered deformations. This video explains it:
Sep 8 2015
I would call @Joshua Leung (aligorith) to have a look if possible. This looks like a GP change affecting bsurfaces.
Sep 7 2015
Sep 6 2015
Sep 5 2015
@Sybren A. Stüvel (sybren) you know that kinda makes sense. What is the usefulness of driver scroll to actually scroll over frames?
Sep 4 2015
I agree the functionality is needed but don't quite agree on mixing keyframe snapping behavior with cursor snapping behavior. In animation (not drivers) you almost always want the cursor to be snapped to nearest frame, however you could want to tweak keyframes freely at the same time. Having the cursor also loose snapping automatically would make frame scrubbing confusing. Maybe a separate control in the cursor properties?
Jul 27 2015
Jun 6 2015
May 20 2015
Thank you all
May 15 2015
May 11 2015
May 2 2015
Apr 23 2015
Committed to master. Thanks for the patch!
Apr 22 2015
I don't know how to. Maybe Sergey can commit
Apr 3 2015
@Sergey Sharybin (sergey) It looks fine now
Mar 31 2015
Well since there's already a few short names (VCols, VGroups, etc) let's standardize everything as E-Bevel, V-Bevel, V-Cols, V-Groups.. :)
Looks good, only one comment. Does it make sense to change regular bevel to Edge Bevel in the UI so the difference between the two is clearer? If you agree feel free to change the function names accordingly
Mar 25 2015
Mar 4 2015
current selection is interfering with new selection. You can not select a bone (it should deselect all others)
Feb 27 2015
@Campbell Barton (campbellbarton) I was a little skeptic about this modifier for the same reason, it's really a workaround for nodes. But gah! I could certainly use this modifier now, well only if it gets the ability to use modified meshes as targets..
Feb 25 2015
Got it, it worked!
Feb 18 2015
@Antony Riakiotakis (psy-fi) Maybe the run python scripts thing is disabled? There is no external data in this file. A little more info. You move neck_01 in RIG_tara armature (Layer 11) This will move neck_01 in DEF_tara (layer 12). This is the bone that actually produces the issue since it's parented to chest.
Feb 17 2015
Feb 2 2015
I've somehow managed to create a patch for my own report. Hopefully it's alright and can be merged!
Oh gawd another problem, I tough I was so close to something usable. Hook falloff works in local space. So the object's scale deforms the falloff shape. I guess I need world space falloff or a way to correct for the local scale factor? What do you think @Campbell Barton (campbellbarton)? is that difficult to implement? I can not apply the scale of the object since it's a lattice.
Feb 1 2015
Well this is risking being closed as a feature request at this point. Before that happens I'm assigning to cam to see what he thinks cos I'd really like to have this for Tara
Jan 31 2015
You are right. I was expecting the "hook to selected object" option would automatically center based on the selected object.
@bassam kurdali (bassamk) mm well in the video it already does it like that. But I don't think the 3D cursor has anything to do afaik
Jan 30 2015
Jan 18 2015
Dec 8 2014
The script is fine. The UV animation effect is only visible in object mode tough
Dec 2 2014
Nov 26 2014
Before 2.5 there was a very useful thing in loopcut that I used all the time. If you accepted the loopcut with MMB it went always to the middle! Can we have this back? if so I don't see the problem with this behavior change. So:
Nov 24 2014
Nov 19 2014
Nov 18 2014
Nov 17 2014
Nov 14 2014
I don't agree with this. It might make sense in the code but it certainly doesn't from an usability standpoint. The question is: using the Vertex Index transfer type, in which circumstance would you want to transfer a modified source to a non modified source? It we can not come up with an answer for this then it is simply a bug. Not to mention that the script is just failing to run instead of printing some useful info.
Well then it needs a rename? Maybe use the word replace instead of copy?
I'm referring to this operator BTW