- User Since
- Sep 26 2019, 12:09 PM (166 w, 5 d)
Tue, Nov 29
Sorry for the inconvenience.
Somehow the startup file got corrupted after moving from 2.93 to 3.3.
Wed, Nov 16
Oct 18 2022
Oct 13 2022
Oct 12 2022
I think it should be per keymap option.
Because, for example, you need circle select with auto x-ray and box select without, so you can set up checkbox for keymap separately
Sep 28 2022
The first part of the task "Multiply node for Render" can be solved with placing default "Color Ramp" (which logically shouldn't change anything for the output pass)
Sep 17 2022
Sep 8 2022
Any solution or workaround on this problem?
I cant switch to blender 3+ because of this...
Sep 5 2022
As far as I understand, the console does not take into account the pivot point when calculating.
Aug 19 2022
This is correct now?
import bpy from bpy import context
How to be with such operators like bpy.ops.view3d.snap_cursor_to_center() or bpy.ops.image.add_render_slot()?
None of the examples worked for me.
Only the old style
import bpy from bpy import context
Aug 15 2022
Tested MU 2.4.3 with latest Blender 3.4.0 Alpha, branch: master, commit date: 2022-08-14 18:40, hash: rB659b63751d63.
It seems all ok.
Aug 14 2022
Aug 11 2022
|bug in 2.93.10||bug in 3.2.2|
Aug 10 2022
Aug 2 2022
Jul 25 2022
Jun 19 2022
Not acceptable "trade-off", for architectural modeling...
I think here we go
Jun 16 2022
Jun 7 2022
Mar 22 2022
Feb 13 2022
I suggest another implementation for this.
Not expand to additional decimal numbers but for rounding to 1-6 number after comma.
- numbers: | 0.5 | 1 | 1.0125678 |
- "Precision" set to 3 then result in view: | 0.5 | 1 | 1.013 |
- "Precision" set to 6 then result in view: | 0.5 | 1 | 1.012568 |
Feb 7 2022
Just wanted to redirect this discussion there
and to be sure @Paul Kotelevets (1D_Inc) read this topic and explained to users why it does not work in team.
Feb 5 2022
It does not happen just at will.
First it need to prepare Blender to perform this task. But at the moment it's not ready.
Feb 3 2022
Feb 1 2022
I think this is related to this report + my with showing flickering effect
Jan 31 2022
It already create 2 files: *.blend and *.blend1
Let it save orphan data to blend1 instead main file
What if orphan data will be saved in separate file.
And, if loading main *.blend file without this orphan data file, there will be message - "Orphan data file is missing. Load blend file with purged orphan data?" (like a missing textures).
After loading blend file without orphan data file - it will match a blend file after manually purge and save.
Jan 30 2022
Jan 29 2022
Jan 28 2022
By default Intersect (Knife) uses Exact method, which does loop closed (but in complex mesh adds additional vertices).
You need to switch in undo panel to Fast.
Jan 27 2022
Also, sorry if I should fill another report. It also related to the Shadow Catcher.
If we resize shadow catcher plane behind Suzanne and turn on Shadow Catcher pass,
we will got transparent background on raw render.
If we do not resize that plane, we will got whole BG transparent.
Jan 12 2022
Would be nice feature for 3.1+
Just to remember for subscribers, this design still exist.
Dec 4 2021
Sep 5 2021
Add this pls to 2.93.5
Of course, they simply did not have time to add to the latest release.
You can update it manually:
Sep 1 2021
This is impressive how swapping "for" changes calculation speed drastically.
Thank you for investigate!
Aug 25 2021
make sense. Thanks for checking!
It definitely not a bug, but where it should be?
Sorry for disturbing, close report
Aug 24 2021
at least give us example how to calculate 1 pixel with margin between islands?
Aug 23 2021
3DView Snap have an option Absolute Grid Snap, that's why I thought in UV it works differently.
UV Snap probably need it's own Absolute Grid Snap checkbox.
Aug 20 2021
or at least if you change Display - Pixel Coordinates, margin value should also be consistent.
So if I type Margin = 1, it should be 1 pixel value, but not this unknown value
Aug 18 2021
I think it's not possible without changing pivot rotation.
Developers probably confirm that.
Aug 17 2021
If mesh faces perpendicular or parallel to the mesh origin, then it works perfectly.
But if face have arbitrary angles then it fail.
I think this is a known issue, nothing to do with it.
Scale with Cursor in Object mode did not use Cursor orientation properly, while in Edit mode it works perfectly.
Look at the gap between cursor and closest face when in Object mode and in Edit mode
|current behavior||when expecting to see something similar to this|
Tested on latest version: 2.93.3 Release Candidate, branch: master, commit date: 2021-08-12 15:05, hash: rB1eeae9be1531
Added: On the video above you almost reproduced the behavior.
Try to turn view and use Z handle.
Orientation point should be sticky like Scaling in Edit mode
Aug 16 2021
it was Confirmed, why you change the status?
Aug 15 2021
Aug 11 2021
Tested on 2.93.2 with provided file. LoopTools - Relax with non manifold selection - very slow
moved to description
Aug 9 2021
okok, I don't mind, close this report then
as a temporary solution
agree, but in most cases no need in value=1, as you deform a volume object.
Aug 7 2021
Aug 6 2021
ah, found, it's a Dither make a noise
set it to 0
In some cases, if BG is Gradient, I use it even on 2, to get smooth BG
interesting, I will sub for updates
Load Factory Settings, without backup your current, highly undesirable.
It's better to have a blender lower or higher version instead for this cases.
Can't reproduce, even with your file. I assume something with yours keyconfig was changed
ok, in details step by step.
- Loaf factory settings.
- change keymap as suggested
- click on UV Edge or Face selection
- dbl-click selects loop
- shift + dbl-click - does not, need to click 3 or more times
Aug 4 2021
Maybe that shortcut already assigned?
Did you try to search in "preferences - keymap" by Key-Binding field?
Aug 3 2021
I'm not sure if it would be better than drag-n-drop.
How it would be implemented? RMB on material in Asset Browser and select option "Assign to selection"? or there will be the button somewhere in the Asset Browser UI? All two variants to click and to search for button will take the same time or even more than just drag-n-drop
Can I ask here?
As I see it would work only if I drop asset material on object in Object mode.
Let's imagine behavior for Edit mode:
- without selection: I drop asset material on face, it should replace material slot under the cursor (as you mention in TODO).
- with selection: I drop asset material on selected faces or even in free space or other unselected element, it should create new material slot for selection and assign dropped material.
Aug 1 2021
Ok. I made hardcore solution, it looks completely insane.
The point is to copy selected objects, then delete copy and select originals with bpy.ops.ed.undo_push() at the end. It push undo for one level and I no longer lost mesh data in edit mode...