- User Since
- Mar 11 2018, 4:35 AM (131 w, 6 d)
Jul 21 2020
May 19 2020
May 14 2020
I can confirm that in the 2.90 branch, the cube and liquid both correctly follow the scene gravity setting. Thanks for the fix!
Mar 29 2020
Rebase on master
Mar 10 2020
Addressing Brecht's comments
Mar 3 2020
- Change use_preview_range_for_render to render_time_span
- Render full scene range if in background mode
- rename render_time_span to render_time_range
- Use scene length for background renders
Feb 27 2020
Feb 24 2020
This implements William's suggestions. Still thinking about how best to handle command line rendering.
Feb 19 2020
In some other software it's called a 'work area' - as in "this is what I'm currently working on, and it's the region I want to playback and render". Perhaps a change in terminology to something similar would help.
Feb 18 2020
Feb 16 2020
@Leroy (Leroy) That would be a viewport render, not an actual render.
I've found myself wanting this feature, when I want to test render a section of my animation, but I don't want to mess with the range of the full scene. Hopefully you agree this is a useful option to have.
Feb 11 2020
Feb 8 2020
Perhaps an option to globally disable auto smooth in the viewport could be added to the "Simplify" settings?
Jan 30 2020
I don't think this is a bug per-se, but it would be very handy for library overrides to support NLA strips. I feel like this is a good use case for library overrides since the main advantage currently is the ability to link the same character multiple times, and the ability to mix a set of existing animations for those characters is a good feature.
Jan 29 2020
Jan 21 2020
Jan 20 2020
Jan 8 2020
Nov 15 2019
Nov 5 2019
Oct 22 2019
Oct 11 2019
I get the same result. Here's a less noisy version.
Oct 7 2019
I can still reproduce this in version: 2.81 (sub 14), branch: master, commit date: 2019-10-06 14:05, hash: rB54a9649e2636
Sep 17 2019
Sep 12 2019
That's good to know. Thanks for the info!
I've been testing this a bit, and it works great! I've noticed shape keys don't seem to be overridable. Is this a limitation, or just something not implemented yet?
Sep 5 2019
Aug 29 2019
I posted about this in UI paper cuts a while back.
Aug 20 2019
Jul 10 2019
They're behind a command line switch. I wasn't sure if I ought to report it, but I figured the info might be useful.
Jul 9 2019
May 29 2019
May 23 2019
@Rick Morris (rickcreations) The exe is a separate download. Instructions are available here: https://github.com/scaredyfish/blender-rhubarb-lipsync
May 7 2019
Sorry, found out what I was doing wrong.
Apr 30 2019
IMO Link is okay, but append should really be just "Import .blend" or "Library import", functionally it's not much different from importing other formats. Maybe link could be "Library link"
Apr 9 2019
A Blender 2.80 compatible version of this addon is at https://github.com/scaredyfish/orient_bone_shapes
Apr 2 2019
That was obviously just an example. Filling the entire texture with white is not a practical solution. The white sections are entirely within the UV bounds. If the texture paint bleeding is too low to prevent such artifacting, isn’t that at the very least a texture paint bug?
Apr 1 2019
Mar 23 2019
Good point @Benjamin Sauder (kioku) , I will update this patch to make the feature either optional, or a separate operator.
Mar 14 2019
Now uses existing transform orientation function.
Mar 13 2019
Feb 28 2019
Feb 26 2019
I can reproduce this in most recent build. Removing config makes no difference.
Jan 30 2019
I can confirm this issue is still present in current build a1ae04d15a9f
Jan 26 2019
Jan 23 2019
Dec 4 2018
Dec 3 2018
Nov 14 2018
Nov 8 2018
These look great! Would it be worth making those scenes or objects available in the 'Add' menu of the 3D view, so you could easily get a large version for developing materials.
Nov 6 2018
Oct 31 2018
Did not know that!
In addition to this, some other software has the concept of trusted locations - if I open a file saved in my own trusted folder, it would auto-run scripts without prompting, otherwise it would prompt.
Oct 10 2018
Sep 4 2018
Sep 3 2018
I would argue in favour of keeping Grab. I think the mnemonic benefit of using names that match the keyboard shortcuts tends to outweigh the nonstandard usage. Notice how the sidebar tends to get called the N panel, after its shortcut, although since it never had an N-based name, in this case changing the name makes no difference.
Aug 27 2018
Aug 22 2018
Perhaps there could be something like a workspace startup script/splash screen that runs the first time a workspace is accessed or under specified conditions, and gives you the option to add the relevant object types?
Aug 14 2018
Sorry, this is a duplicate of https://developer.blender.org/T56287
Aug 9 2018
Aug 6 2018
Currently Tab toggles edit mode, but I think it ought to toggle Object mode. I feel like you want to switch from Sculpt/Pose/Paint modes to Object mode more often than edit mode.
Jul 23 2018
May 28 2018
May 13 2018
May 6 2018
What would be nice is a mode where the 3D cursor only appears when needed, i.e. when your pivot point is set to 3D cursor, or you are running an operator that uses the 3D cursor.