- User Since
- Apr 17 2016, 4:26 PM (265 w, 13 h)
Mar 10 2021
Mar 2 2021
Mar 1 2021
Feb 24 2021
Feb 23 2021
Feb 17 2021
Feb 16 2021
Cool! but it's not resolved yet, isn't it?)
Feb 12 2021
Jan 8 2021
Paste Pose over frame range - Isn't it how Propagate pose tool work?
Nov 23 2020
Nov 12 2020
So it was chosen to implement first the simplest way, just on \ off.
On: shows extrapolated curves.
Off. doesn't show extrapolated curves at all, whether it is a cycle, a linear extrapolation or a constant.
Nov 11 2020
I don't know would it be useful or not but there is a open source project for point cloud processing as it should be for Lidar data. It called Cloud compare - https://www.danielgm.net/cc/
Oct 30 2020
Oct 27 2020
Oct 1 2020
Sep 30 2020
Sep 11 2020
Sep 4 2020
Sep 1 2020
Is it hard to implement some kind of 'Apply' buttons for Fmodifiers for baking them to fcurves? Bake curve from Key menu does a weird things with it, not usable at all
Aug 30 2020
May 27 2020
Didn't get it, If person may not fix it, shouldn't it be commented here?
May 26 2020
May 25 2020
agreed, splitting selection mode per editing mode is quite annoying
May 15 2020
May 13 2020
May 12 2020
Do you mean to use it with Linear and Cycle extrapolation types only when extrapolation is off?
May 11 2020
May 7 2020
May 6 2020
Apr 18 2020
@Antonio Vazquez (antoniov) I see.. This is bad. cause it was very handy for analyzing video references, e.g. spacing and for animation reviews. So now you have to use 2.79 instead for that purpose.
It did the trick for IK only. Motion path still doesn't work with FK with autohide disabled
Apr 17 2020
@Juan Pablo Bouza (jpbouza) Quick test: Motion path works fine and fast on rigify meta-rig but on blenrig 5 add from armature menu it doesn't work, looks like whole bone's path is on first calculated frame and it calculates much longer than rigify. And there is no difference with blenrig 5 addon on or off. Blender 2.83 Win 8.1
@Antonio Vazquez (antoniov) There is still no onion skins for annotations in VSE in 2.82-2.83. Is it going to be added in master?
Mar 10 2020
Feb 18 2020
@Luciano Muñoz Sessarego (looch) Yep. That was kind of misunderstanding, I definitely meant disappearing when I said - "delete channels from stacked mode".
Yes. your example is great and it should work like this.
Feb 17 2020
I didnt get how it suppose to be to add some channels while in stacked mode. To remove some channels right from stack was a good thought but seems that someone said that it would be excessive.
Oh, it was dr. Sybren - "That's a hard NO for me. Deleting should be deleting. Hiding from some list is not deleting. "
it was answer for my - "Well.. I meant when you press Delete hotkey you just remove selected channel from the stack but not delete it as in the non-stacked view mode. (also there could be some confirm menu after you press delete hotkey - remove channels from stack)"
But maybe I did get him wrong
Feb 1 2020
Caching feel seamless and run in the background like caching video on a video editor (not vse XP) while editing.
Also whatever thing is visible should be cached, if there is hair, cloth, it should all be able to be part of this cache.
Jan 29 2020
Jan 8 2020
@William Reynish (billreynish) Sure. here it isProbably your transform orientation was not Gimbal. Here is another gif -
Jan 7 2020
Jan 6 2020
Dec 13 2019
Dec 7 2019
Dec 1 2019
Nov 30 2019
@Sybren A. Stüvel (sybren) Agreed. Updated description. Fixed all objections for now.
Nov 26 2019
It works similar if you check -include handles- in box select preferences but it works in a opposite way, you have to deselect unwanted handles. which I agreed is not so handy as you box select what you want
Nov 22 2019
Nov 21 2019
Only Selected channels in classic view should be added automatically in the stack.
When does this happen?
Nov 20 2019
Nov 19 2019
@Luciano Muñoz Sessarego (looch) @Wayne Dixon (waylow) Yeah, that's good idea. Only Selected channels in classic view should be added automatically in the stack. What was added in stack stays in stack, you can only delete useless channels by yourself. If you want to add some more channels you should switch to classic view, select other channels you want and switch back to the stack mode. I think the new additional channels should be added in the stack below current selected channel in the stack or below all the channels if none of channels is selected. Right?
Nov 13 2019
Nov 12 2019
Nov 1 2019
@Sybren A. Stüvel (sybren) Updated. Should I add more detail or change something?
Oct 31 2019
@Sybren A. Stüvel (sybren) But we disscused it in the blender chat recently and you said to create design task. I can just remove the wrong screenshots (Done). This request is already on rightclick select - https://blender.community/c/rightclickselect/4jbbbc/
Oct 29 2019
I have a scene with simple rigged character (rigify+physics) and I get about 20 fps in material preview shading mode in 2.80, and get about only 9 fps in 2.81 in the same file (there is no such difference in a solid mode, 2.80 and 2.81 almost equal). Win 8.1 gtx 970m. last drivers. But in scene with Vincent (blenrig) there is no such a huge difference in material preview mode, 2.81 even a bit faster for a couple of fps. some kind of a mystery..
Aug 29 2019
Jun 17 2019
No more crashes while rendering this file on today build - hash: 12da679fa094
So problem is probably solved
Jun 1 2019
Indeed, here is a copy 640x360p with no denoising and 1 sample.
It has crashed on frame 60 or so this time on 2.8 last build ( commit date: 2019-05-31 22:45, hash: rBcc600de6695a) BUT! I can't reproduce it when trying to write debug logs by running "blender_debug_log.cmd" It won't crash.
May 30 2019
May 26 2019
May 25 2019
May 23 2019
Same effect with volume scatter connected to volume socket in world output in eevee
May 21 2019
Pretty sure this is a bug, because my small animation project start to crashes when try to render it. Few days ago everything was fine with rendering. It crashes on last three builds. It render several frames from 60 then crash. Win 8.1, gtx 970m
May 13 2019
May 9 2019
Not critical at all. The goal is to select just two (or more) e.g. right side handles of two keyframes on different fcurves of specific bone on current frame and than e.g. scale them to zero so both handles had a same position. It allows you to get correct motion without any weird pops or something
oh, didn't know that, with include handles it works fine for me. What is parent Graph point?
Here is a GIF -
Workflow in the Gif: Right click select handles, then Circle select handles, then Box select (do nothing), then Box deselect handles on selected keyframe (do nothing also), and then again Box deselect with "Only selected keyframe handles" option on.
May 8 2019
yes, when the option is OFF you can't select single handle (or more) and when option is ON you can't deselect handles and keyframes (to keep selected only single handle)