- User Since
- Jun 8 2014, 7:46 AM (434 w, 3 d)
Jul 25 2021
Apr 6 2021
Mar 22 2021
Hi, author of the T65849 bug report here. I checked the same file with the newest Blender build and fantastic job as it looks way better!
Mar 21 2021
Mar 1 2021
Jan 29 2021
Super excited for this!
Oct 8 2020
Sep 14 2020
I don't know if this has been considered, but something to consider is having a kind of threshold that triggers fast navigation (at the specified multires level).
Jun 14 2020
Jun 6 2020
Mar 26 2020
I just wanted to chime in to report that this bug is still there, and I unfortunately discovered it today.
Feb 27 2020
Feb 25 2020
I was going to report this as a bug then found this thread.
It would be nice if this would work in Material Preview and Rendered modes. =/
Appreciate you looking into this.
Feb 24 2020
@Richard Antalik (ISS) I tried it, but it doesn't work.
That's how I modified the keymap. Still produces the same undesirable behavior of unhiding all items in other collections.
Feb 21 2020
Jan 30 2020
Jan 21 2020
Thanks so much for figuring out the issue! I had no idea it happens when only the viewport under the Properties panel is changed to "Rendered" view, but glad the issue has been confirmed.
Understood, lingering bug reports that have no way to verify would be an issue.
Jan 15 2020
Whoa, I didn't know that was a policy. My apologies for not getting around to this until now.
Jan 14 2020
Dec 30 2019
Dec 23 2019
Dec 12 2019
Dec 4 2019
Dec 3 2019
Nov 21 2019
It's unfortunate this task was closed as "invalid". Shouldn't it be left open until a solution can be found?
Nov 8 2019
To clarify for @Hector Alexander Galindo Escobar (h3ctor3scobar), there is actually no straight forward "Animation Layers" in Blender like in Maya, but you can replicate the behavior by using NLA strips in the "Nonlinear Animation" Editor.
Oct 31 2019
Oct 21 2019
Sep 13 2019
@William Reynish (billreynish) I understand, just doing what all the other programs fundamentally do is great.
I was channeling the feeling of users in discussions I've seen on forums who are glad Blender doesn't do this because they don't like when all windows are forced to the front. But also, I personally have experience where I wish I could control this behavior.
Oh, my gosh, my heart skipped a beat seeing the descriptions of this task. I've been wanting this fundamental feature for years and it's finally coming. Thank you so much for tackling this.
Sep 12 2019
Sep 1 2019
Aug 15 2019
This is exciting stuff! And I love the idea of the relevant nodes spawning as gizmos. Really looking forward to seeing what the idea looks like practically. I'm for any and all ability to control the nodes as visually as possible.
Aug 14 2019
Aug 10 2019
Aug 3 2019
From the user perspective, with the current implementation, I'd like to note 2 things.
- Not being able to add current scene into the VSE is confusing. There is nothing to indicate it becomes a possibility by creating a whole new scene; It makes the user think he's doing something wrong or that this is a bug (Note the bug reports).
- It is indeed annoying, feels needlessly clunky.
Jul 31 2019
Jul 29 2019
I agree, this sounds like a nightmare. I save very frequently via Ctrl+s, and if this is not saving the image, that means all the saving will be moot if the hours-long session decides to crash.
Jul 17 2019
Does this task also cover shared viewport (LookDev) settings?
I don't know if this is within the scope of this task, but currently, changing the "Blend Mode" under "Settings" for materials in Eevee doesn't work for multiple objects.
Jul 16 2019
If nothing else, if it would result in the expected behavior of live updates like in 2.79, then I think not using cache by default makes sense.
Jul 14 2019
Jun 26 2019
@Clément Foucault (fclem) Is there a good way around this problem? Or are there plans to remedy it?
Jun 21 2019
I'm on Windows, and distance muscle memory is a good point by @Brecht Van Lommel (brecht).
Jun 19 2019
I came across this problem yesterday and confirmed the source of it today.
Jun 16 2019
Jun 7 2019
Ah, that's interesting. Can you please point out where the options are for the VSE preview?
I spent a good 20 minutes looking for it to no avail.
@Piotr Adamowicz (madminstrel) Agreed. I don't mind a few "obscuring floating element"s, but they should always be movable. Ideally, also resizable. And maybe dockable.
Jun 6 2019
Just adding that I checked with today's version of Blender 8b2b79c2108b and here are the observations:
May 29 2019
May 26 2019
As a user, I expect it to literally copy the visual transformation, not copy visual transformation but still offset based on constraint. If I wanted that, I might try to copy local transformation, but not visual.
May 21 2019
May 19 2019
I'm a Windows user, but after the initial "What the heck" reaction, I didn't mind it being an icon and having those Mac-like way of doing things, since an icon is small and distinguished.
Of course, the problem is users may not understand it to be a button, and it's a highly non-standard behavior on Windows.
Apr 28 2019
Apr 7 2019
Ah, it is a setting issue after all. Thanks so much!
Apr 5 2019
Mar 1 2019
Feb 23 2019
It might be the same issue as the side note I made regarding clear visual discrepancy between the same rendering modes for the 3D viewport and VSE preview.
However, I'm not convinced it addresses the core problem I began this report with, which seems to be stemming from the VSE preview not displaying shading options like "Backface Culling" from the 3D viewport.
Feb 21 2019
Until @Brecht Van Lommel (brecht) or some other developer can chime in, and since there was no resolution, should this task be reopened?
I don't know how these tasks are organized for visibility for developers, but I'd imagine tasks marked as "Resolved" would not easily be re-reviewed.
Feb 20 2019
Oh, no problem, I appreciate you looking into it! And, yes, the black is caused by the flip normals option that I setup intentionally.
Feb 19 2019
Right, because the default 3D view doesn't have Shading option enabled.
Hi, @Richard Antalik (ISS), did you open up the file I attached to check the problem? The issue still remains in 2.79 and also in the latest 2.80.
Feb 8 2019
Ah, that makes sense, sorry about that.
Feb 7 2019
Feb 1 2019
Thanks for tackling the issue of not being able to box select while in transform mode, very welcome development!
Tried to replicate this myself by doing different things to the keymap before but I kept running into different problems, so quickly gave up. Glad to see it will officially be remedied.
Jan 30 2019
Just an update that when I initially created this task, I hadn't tested on 2.8. I did just now with the latest beta and the problem is still there.
With the same test file above, Eevee actually seems fairly consistent, except for the lack of the backface culling effect (the viewport outline) in VSE (but other viewport effects seem to work, like DoF, AO, Bloom).
Jan 29 2019
Jan 26 2019
Jan 24 2019
Jan 20 2019
Okay, including a sample .blend file that should be self-explanatory:
Jan 18 2019
Jan 17 2019
Got it. Will try to take care not to accidentally enable it.
Jan 16 2019
Hi, thanks for the response, Antonio. Is it possible to make 2.79 act like 2.8 and not make it enable Continuous Drawing?