- User Since
- Jan 8 2019, 1:03 PM (10 w, 3 d)
Wed, Mar 13
You can attach blend files directly to here by drag and dropping (or using the upload file button that looks like a cloud with an uparrow inside it). I don't know what the devs' policy is on downloading off-site files, but I recommend attaching it.
Tue, Mar 12
Works the same way as it did in 2.79. You need to have more than one edge selected, otherwise what you need is the "Rip" operator(default hotkey V).
Thu, Mar 7
Mon, Mar 4
Just wanted to point out that the mesh also updates when sculpting a shape key in lookdev mode.
I hope it's okay if I close this, I'm pretty sure there won't be a bug here.
Everything in the screenshot looks normal. Can you describe what you think the issue is? If it's the small text in the properties panel, you can change zoom with Ctrl+Middle Mouse drag.
There's a setting in the operator called Strip Numbers which should do this! You can find the operator settings in the bottom left corner of the viewport, after you use an operator.
Sun, Mar 3
Works fine for me, man.
Sat, Mar 2
As a workaround, adding a shape key and then sculpting that seems to work. Odd!
Fri, Mar 1
Feb 16 2019
and found out that I needed to place in a opengl32.dll into the Program file for Blender itself to start working.
Feb 15 2019
Does other software have transform operators in the UI? After all, we have gizmos, so this seems somewhat redundant, and would clutter the UI imo.
I know I'm not a dev but I hope you'll excuse me if I invalid this? :P Save someone a couple of clicks?
Feb 11 2019
Good points from everyone, I didn't mean to derail the topic to removing buttons, afterall that's a completely different thing from changing defaults, which is the topic at hand. Either way I'm not too bothered by the random seed button's existence or its current default, just wanted to throw it out there for consideration! :P
Feb 10 2019
I think that Random Seed should be On by default, or even be completely removed and always be on because I think everyone who knows about it uses it anyways. Could be wrong ofc, I just can't think of a use case where you'd want it off.
Feb 9 2019
What if, in both the outliner and mini-outliner, the Enabledness/Visibility/Selectability would only appear when the one before it is ON?
Just to clarify, is this an intended change from 2.7? In 2.7 Shift+F1 was the shortcut for Append.
Feb 8 2019
I love you!
Feb 7 2019
You're right in that the Data Transfer operator works as intended in the cases where "Create Data" is enabled.
Thanks Mont, I understand, that explains why the modifier isn't allowed to create vertex groups, but! I still think that it should transfer the weights from vertex groups that exist on the source mesh into matching vertex groups that exist in the target mesh. This doesn't involve creating any new vertex groups, it just means the modifier would ignore any vertex groups that exist in the source mesh and don't exist in the target mesh. I think this behaviour would be fairly intuitive from a user perspective, and doesn't require the modifier to mess with data that is owned by the object.
Feb 6 2019
As someone who moved all their headers back to the bottom when moving to 2.8, I think we should keep the option.
Win10 x64 (v1607) console output:
Should be put back to Needs Information from User imo! Or just closed as invalid because it's really unclear what bug is actually being reported. I just spent quite a while trying to untangle that mystery:
Feb 4 2019
This seems to be fixed as of at least a1ae04d15a9f, maybe longer. All the dots are working perfectly for me. Yay!!!
Feb 2 2019
Jan 22 2019
I think the transparency+checkbox sounds and looks pretty good! Checkbox definitely makes more sense than the eye icon.
This is probably T60550.
Even if it does increase performance, there should be an option to turn it off and go for the less performant quad display because this makes the sculpt tools a pain to use on low poly models, which I think is common enough use case, and it is a use case where performance is not that big a concern.
Jan 21 2019
While I think that solution would work for 99% of cases, it can conflict with the organizational purpose of the node coloring feature as it exists currently, which, admittedly, is not that commonly used.
Jan 20 2019
Couple more things.
Now that the precision of the grid has been increased, can we have the Clip Start distance in all the Workspaces be 0.01? https://developer.blender.org/rBb5bc2158a07140e5463e209839bcf36d2ce2cddc
+1 to my colleague here
I don't know since when, but at least in c59370bf643f, the dots on armature layers don't display, period. Edit mode, pose mode, after joining separate armatures, nothing.
Jan 18 2019
This seems to be mysteriously fixed now. Can someone re-confirm?
Jan 17 2019
I can reproduce this.
Works fine on Win10.
I don't think 8.1 is even being supported anymore (by Microsoft) so I don't know how important this is.
Can't reproduce on WIn10 x64 v1607, 2 monitors plugged into GTX 1070.
Let devs set priorities methinks.
This seems like normal behaviour, and should be affecting all types of animation, not just shape keys.
Jan 16 2019
Jan 13 2019
Yep, going into User Prefs->System->Audio Device, setting it to None and then back to OpenAL fixes it on both 2.7 and 2.8. Good news?
Jan 11 2019
This sounds like it might be an intended change. If you want to change the start frame, change the start frame. If I'm sliding my end frame, I don't want my start frame to accidently change. I could be wrong though.
I can reproduce this in 2.7 and 2.8, although my Windows version isn't exactly cutting edge either. Don't even need to unplug headphones, just disable the active playback device.