Adam Janz (Copperplate)
User

Projects

User does not belong to any projects.

User Details

User Since
Oct 17 2016, 4:25 PM (57 w, 23 h)

Recent Activity

Aug 10 2017

Adam Janz (Copperplate) added a comment to T52325: Sculpt Tool will not work on 2D plane in Orthographic Mode if View Clip End set to 656 m or higher.

No problem, thank you Brent and Sergey for your clarification. I ran into this issue initially creating large environment assets for use in UE4. The scene unit scale has to be set to 0.01 to convert to centimeters in UE4 (at least it used to, not sure if it's still required). I had my clipping distance set to 1 KM to accommodate a very large mesh, so I initially couldn't figure out why the sculpt tool wasn't working. :-) Thanks for the helpful troubleshooting link. Have a great day, guys.

Aug 10 2017, 4:01 PM · BF Blender
Adam Janz (Copperplate) created T52325: Sculpt Tool will not work on 2D plane in Orthographic Mode if View Clip End set to 656 m or higher.
Aug 10 2017, 12:55 AM · BF Blender

Jul 24 2017

Adam Janz (Copperplate) added a comment to T50541: UV Image Paint Bugs: Smear Tool Black Alpha and Radius Global Hotkey Broken.

Thanks so much, Brecht, for the update! That's great to hear the smear tool has been fixed. As far as the F key is concerned, I have created 2 different keymaps and switch between them depending on whether painting or animating (this is a pretty handy work-around for the present).

Jul 24 2017, 6:19 PM · Sculpting and Painting, BF Blender

Jul 16 2017

Adam Janz (Copperplate) added a comment to T52063: Bake Action inaccurate for Spline IK.

Thanks Joshua and Brendon for your input. I did notice that manually setting visual LocRotScale keyframes and then hitting Bake Action produced much more accurate (but not perfect) results than just hitting Ctrl Alt C to clear the contraints. Maybe because the visual keying gets applied twice?

Jul 16 2017, 8:52 PM · Animation, BF Blender

Jul 15 2017

Adam Janz (Copperplate) added a comment to T52063: Bake Action inaccurate for Spline IK.

I can confirm there is still a very slight discrepancy (basically negligible) at times even when manually setting visual LocRotScale keyframes and then clearing all constraints manually using Ctrl Alt C. This is likely the nature of Blender not being able to truly pinpoint the position of bones affected by the Spline IK constraint after visually keying. However, there is no doubt something wrong with the way Bake Action does the visual keying on Spline IK affected bones, as 9/10 times there is a fairly large discrepancy.

Jul 15 2017, 12:48 AM · Animation, BF Blender
Adam Janz (Copperplate) created T52063: Bake Action inaccurate for Spline IK.
Jul 15 2017, 12:03 AM · Animation, BF Blender

Jun 1 2017

Adam Janz (Copperplate) added a comment to T51683: Renaming numbered bones in Outliner does not re-order them alphabetically.

Thanks, Bastien, for letting me know. I guess that would make this a feature request, then. :-) It would be great if the outliner could replicate the behavior of renaming vertex groups, except with bones. There's lots of sort options available there: you can automatically re-order alphabetically if you have "sort items by their name" checked, or, if unchecked, you can click "Sort by Name" in the vertex group specials as a 2nd step and it will update. I could see this being an extremely useful feature, as some custom-non-character rigs require many numbered bones, and in my case, the bone numbering needed to be swapped, which completely messed up the outliner. For this particular rig, I relied heavily on the outliner for bone selection and once I fixed the ordering problem, it made it a lot easier.

Jun 1 2017, 6:02 PM · BF Blender

May 31 2017

Adam Janz (Copperplate) added a comment to T51683: Renaming numbered bones in Outliner does not re-order them alphabetically.

I had to trick it by separating all the bones into their own individual armatures then re-combining them one by one back into the original armature. This worked good since I had only 6 bones affected, however, it would be quite tedious if a large number of bones had to be renamed.

May 31 2017, 7:30 PM · BF Blender
Adam Janz (Copperplate) created T51683: Renaming numbered bones in Outliner does not re-order them alphabetically.
May 31 2017, 7:20 PM · BF Blender

May 25 2017

Adam Janz (Copperplate) closed T51614: Animated FBX Export Glitch - Foot Bones Jerking as Resolved.

I thank God for showing me the solution! All you have to do is add a "false foot" bone that is NOT a deform bone to each leg. I named this bone FootParent.

May 25 2017, 6:37 PM · BF Blender

May 24 2017

Adam Janz (Copperplate) updated the task description for T51614: Animated FBX Export Glitch - Foot Bones Jerking.
May 24 2017, 11:15 PM · BF Blender
Adam Janz (Copperplate) added a comment to T51614: Animated FBX Export Glitch - Foot Bones Jerking.

After further investigation, I believe my issue is directly related to this issue. Apparently, when exporting to FBX, you cannot both scale and rotate the parent bone, even if the child has Inherit Scale and Inherit Rotation turned off. It would be great to see a fix for this present limitation somehow.

May 24 2017, 10:39 PM · BF Blender
Adam Janz (Copperplate) created T51614: Animated FBX Export Glitch - Foot Bones Jerking.
May 24 2017, 8:21 PM · BF Blender

May 23 2017

Adam Janz (Copperplate) added a comment to T50541: UV Image Paint Bugs: Smear Tool Black Alpha and Radius Global Hotkey Broken.

You're welcome. Thanks for looking into this. I'll remember to break issues up next time.

May 23 2017, 5:28 PM · Sculpting and Painting, BF Blender

Feb 9 2017

Adam Janz (Copperplate) added a comment to T50541: UV Image Paint Bugs: Smear Tool Black Alpha and Radius Global Hotkey Broken.

Thanks guys! Don't forget to check the link to the video example. It shows pretty clearly how the different bugs react. My apologies for becoming braindead momentarily in the video when switching between bug subjects, LOL, that was my first-ever screen recording.

Feb 9 2017, 8:48 PM · Sculpting and Painting, BF Blender

Feb 2 2017

Adam Janz (Copperplate) added a comment to T50541: UV Image Paint Bugs: Smear Tool Black Alpha and Radius Global Hotkey Broken.

Hi Aaron,

Feb 2 2017, 6:28 PM · Sculpting and Painting, BF Blender

Jan 27 2017

Adam Janz (Copperplate) updated the task description for T50541: UV Image Paint Bugs: Smear Tool Black Alpha and Radius Global Hotkey Broken.
Jan 27 2017, 6:24 PM · Sculpting and Painting, BF Blender
Adam Janz (Copperplate) created T50541: UV Image Paint Bugs: Smear Tool Black Alpha and Radius Global Hotkey Broken.
Jan 27 2017, 6:22 PM · Sculpting and Painting, BF Blender

Dec 1 2016

Adam Janz (Copperplate) added a comment to T49758: 3D Viewport Lag with NVIDIA 373.06 Driver (and Earlier).

On another note, I added Blender.exe as a specified program in the "Program Settings" tab to use maximum performance, rather than leaving it as a Global setting.

Dec 1 2016, 11:53 PM · OpenGL / Gfx, BF Blender
Adam Janz (Copperplate) added a comment to T49758: 3D Viewport Lag with NVIDIA 373.06 Driver (and Earlier).

Yep, that's what it was: "Prefer Maximum Performance"! That was the only setting I changed just now, and sure enough, no more stuttering. So I guess the new "power saving" modes must have been added in the newer drivers and that's what broke it. Basically then, when I enabled the screen capture settings in my previous workaround, the GPU must have kicked into the "Prefer Maximum Performance" mode, which "indirectly" solved the stuttering.

Dec 1 2016, 11:49 PM · OpenGL / Gfx, BF Blender
Adam Janz (Copperplate) added a comment to T49758: 3D Viewport Lag with NVIDIA 373.06 Driver (and Earlier).

Thanks so much, Daniel! Yes, that does work, however, I noticed the settings only take effect once Blender is closed and re-opened (I tried changing the settings one at a time with Blender open to no effect). And resetting NVIDIA control panel back to default does cause Blender to re-exhibit the issue (when closed and re-opened). I'd have to try those 5 different settings individually while opening and closing Blender each time to know which of those settings are directly affecting the issue.

Dec 1 2016, 11:30 PM · OpenGL / Gfx, BF Blender

Nov 11 2016

Adam Janz (Copperplate) added a comment to T49758: 3D Viewport Lag with NVIDIA 373.06 Driver (and Earlier).

This is definitively an NVidia dirver bug, if with one version of driver everything is OK and the next it’s not… that’s called regression. We cannot fix their drivers for them.

Nov 11 2016, 9:55 PM · OpenGL / Gfx, BF Blender

Nov 3 2016

Adam Janz (Copperplate) added a comment to T49758: 3D Viewport Lag with NVIDIA 373.06 Driver (and Earlier).

It's very strange how enabling Sharing, Instant Replay, and Desktop Capture in NVIDIA GeForce Experience allows me to run Multisample x16 inside Blender without any glitching at 1440p... I just tested again to be sure. However, even if the original issue can't be fixed, this workaround does "solve" the problem. Thanks :-)

Nov 3 2016, 8:07 PM · OpenGL / Gfx, BF Blender

Oct 18 2016

Adam Janz (Copperplate) added a comment to T49758: 3D Viewport Lag with NVIDIA 373.06 Driver (and Earlier).

Just found the solution: The UV islands just needed more padding around them. Even though they looked clear, this mip map error would show up from a distance. :-)

Oct 18 2016, 6:10 PM · OpenGL / Gfx, BF Blender
Adam Janz (Copperplate) added a comment to T49758: 3D Viewport Lag with NVIDIA 373.06 Driver (and Earlier).

My bad... just checked 2.77a and it has the same UV seams issue. Apparently someone had the same issue as me back in 2007, so I guess this problem's been around for awhile. Wonder if anyone found a workaround for something with an all white texture and a distant camera? Anyway, feel free to set the original report to solved, if you wish. The NVIDIA GeForce Experience workaround seems to be an adequate solution. No idea why things had changed though on the newer drivers... except maybe when they recently overhauled GeForce Experience they broke something.

Oct 18 2016, 6:00 PM · OpenGL / Gfx, BF Blender
Adam Janz (Copperplate) added a comment to T49758: 3D Viewport Lag with NVIDIA 373.06 Driver (and Earlier).

Thanks Sergey! I tested it out in Blender 2.78 with all the NVIDIA settings off and at first the issue appeared to be fixed, but when I launched a project from hard drive directly, sure enough, the lag was still there.

Oct 18 2016, 5:36 PM · OpenGL / Gfx, BF Blender

Oct 17 2016

Adam Janz (Copperplate) reopened T49758: 3D Viewport Lag with NVIDIA 373.06 Driver (and Earlier) as "Open".

I am setting this back to open, as NVIDIA claims this is a Blender-specific issue. The previous info I added about enabling Desktop Capture in GeForce Experience privacy control to "solve" the issue, and disabling live replay to make the issue even worse still applies. Obviously, something major changed between the way Blender responds to 359.00 and 373.06.

Oct 17 2016, 6:14 PM · OpenGL / Gfx, BF Blender
Adam Janz (Copperplate) closed T49758: 3D Viewport Lag with NVIDIA 373.06 Driver (and Earlier) as Resolved.

This appears to be an NVIDIA issue, as the problem goes away when:

Oct 17 2016, 5:33 PM · OpenGL / Gfx, BF Blender
Adam Janz (Copperplate) updated the task description for T49758: 3D Viewport Lag with NVIDIA 373.06 Driver (and Earlier).
Oct 17 2016, 4:55 PM · OpenGL / Gfx, BF Blender
Adam Janz (Copperplate) created T49758: 3D Viewport Lag with NVIDIA 373.06 Driver (and Earlier).
Oct 17 2016, 4:51 PM · OpenGL / Gfx, BF Blender