- User Since
- Jun 26 2018, 2:13 PM (55 w, 4 d)
@zhaoyunlai (lyman) You need to activate "Translation" in User Preferences > Interface for this, you can then keep it in English by leaving every option unselected, if you want so.
Hi, thanks for the report but please, make separate ones for each problem you encounter (notice that only reports regarding core Blender and official distributed addons can be accepted).
Hi, the Blender version is missing from your report, are you using the second release candidate? There have been a couple of fixes regarding Intel GPUs.
Hi, this is a known limitation of the new closing panel, it will hopefully be fixed for 2.81.
Fri, Jul 19
Then the crash is most likely due to your user preferences or your installed addons somehow.
@claudio (theclod4) in the previous comment you only posted what happens in the command line when blender starts, there should also be a message when it closes.
In the build folder you downloaded there is a cmd fine called blender_debug_log.cmd; that will start Blender and when it crashes it will automatically save a log file that you can post here.
Thu, Jul 18
@Bastien Montagne (mont29) do the code recognize the keyboard layout?
If so maybe a temporary "solution" could be to simply have a message in the keymap settings that warns about the special keys behaviour.
I have just discovered that Blender believes that my cube is actually the camera.
Blender allows you to use any object as a "camera", you have probably pressed Ctrl + 0 (the shortcut to switch the active camera) by accident with the cube selected. Try to select your camera and press Ctrl+0 again, it should fix it.
Ok my fault, There is another clip setting specifically for Eevee in the Render tab > Volumetrics that is also set to 100m by default.
Increasing also that should work.
100 meters it's the clip distance of the default camera, everything out of that range don't get rendered. Try to increase it from the camera settings and see if that solves your issue.
Can you please attach a screenshot of the error message you get?
Does this also happens when you load the default settings?
Wed, Jul 17
Hi, does this happen with every file or only with a specific project of yours?
Tue, Jul 16
I would still check which graphic card is running Blender's interface, just to exclude this to be another Intel Hd problem.
@Auriea Harvey (womanonfire) look at the file exported from here, at the OpenGL section:
You connected the shader to the Volume output instead of Surface, so that blocky result is expected for Eevee.
ps: for future reports, please add precise steps for others to reproduce the error, even if it seems obvious to you it isn't necessary true for everyone.
Either would work yes, probably easier from the node editor though.
Anyway, closing now since in the end it wasn't a bug. Cheers.
Ok, I'm guessing then that in 2.7 you were using Blender Internal as render engine?
In that case the texture was indeed used by an object, and so its keyframes showed up in the timeline; in your 2.8 file "Texture.002" is only used as a brush texture.
This is the same behaviour as in 2.7: the texture in your file is not used by an object in the scene so it doesn't show in the dopesheet, if you linked the texture to an object modifier, like Displace for example, then the keyframes will appear.
Mon, Jul 15
@Campbell Barton (campbellbarton) object_array in ED_undo_object_editmode_restore_helper is NULL after renaming the object.
Make sure that your drivers are updated and that Blender is running with your dedicated graphic card, you can check it by looking at the file exported from here, in the OpenGL section:
The Tris count is correct for the default cube: 6 quads -> 12 tris.
Not sure how useful could it be to have a selected tris counter, but that would be a feature request then.
Sun, Jul 14
Make sure that you are starting Blender with your Nvdia card and not your integrated one (I mean the program itself, not the device used by Cycles for rendering), there are still crashes and glitches problems with Intel cards, especially with outdated drivers.
@Christian Meurin (Laphicet) This is not a bug, visibility options have changed in 2.8 so that hidden objects in 2.7 and older files get "globally hidden" instead.
You need to activate the correspondent restriction icon in the outliner to be able to show those objects:
@Clément Foucault (fclem) I think this is your area, do you have any idea of what could cause the crash?
It calls an abort in GPU_texture_create_2d() (see my previous comment) with some system configurations.
Hi, seems like you are probably not familiar with how the Blender interface and the editors (what you call toolbars I guess) work. It can be a bit confusing at first.
Sat, Jul 13
so it may happen only on Mac or some specific HW
Please add some more informations about your system and the Blender version you are using-
The easiest way to do so is to attach the exported file you get from here:
What do mean exactly, the active tool list is not present for you?
Confirmed, it has to do with the interface layout somehow.
The the file opens without problems if you disable "Load UI", so I tried to open it on 2.7 and I noticed that two of the editors were collapsed on the right side.
The moment you click to scale them they expand by a tic, as if they were collapsed beyond the limit (?), if you then save the file and try to open it again on 2.8 it works.
Thu, Jul 11
The report is missing both your specific graphic card model and drivers and also the build of blender that you're using, please attach the exported file that you get from here:
Wed, Jul 10
In theory the shortcut is hardcoded to the key position under the Esc in the top left corner of the keyboard.
As far as I have understood this is only working on Linux for now, for sure it does not on Windows.
I can reproduce the crash on Windows 8.1, 4.5.0 NVIDIA 419.72 (GT 740m)
Tue, Jul 9
Sun, Jul 7
To make it look a bit better I tried to make the space for the scroll bar of the same colour as the region background, instead of the channel one.
What would you think about it?
Fri, Jul 5
@William Reynish (billreynish) I'm giving a look at this and I managed to reproduce your mockup, I'm not sure what we should do about the scroll bar though.
Hi! little poke @Richard Antalik (ISS)
Since it's basically a bugfix shouldn't this be for 2.80?
Thu, Jul 4
Here's the magic button:
Wed, Jul 3
@Wagner Reck (wiglot) your Intel drivers are probably too old for Blender 2.8 (they are from 2015).
Looking at your system info though I noticed that you also have a Nvidia GPU, that you are not currently using for Blender.
Tue, Jul 2
- Show marker lines by default for Timeline editors
- Small fix to Nla UI
- Simplify code to only use editor's flags
Mon, Jul 1
I don’t think Marker Lines should be disabled by default. They were enabled by default for a reason, because it’s important to see which frames correspond to the markers, not that the frame numbers are at the top.
Ok, will change the defaults then.
Sun, Jun 30
Sat, Jun 29
This is a known limitation of the constraint: https://docs.blender.org/manual/en/latest/rigging/constraints/transform/limit_scale.html
Fri, Jun 28
Thu, Jun 27
@eric (ebi) the problem in your file seems to be that the tentacles have a negative scale for the X axis, so when you join them with the other mesh (that have a positive scale instead) the normals get flipped. You can easily reproduce this with two cubes (one with positive scale, one with negative one).
Hi, I noticed an error in the markers page, for the Bind Camera to Marker operator.
Wed, Jun 26
Definitely not resolved for me..
Adding force fields or changing their parameters don't trigger cache invalidation for rigid bodies.
Tue, Jun 25
@Coder channel (Coder_channel) your report is a bit confusing, since there are no objects with an emission shader, nor lamps to delete in your file.
Mon, Jun 24
Sun, Jun 23
@Finn Bear (finnb) The collection gets indeed created and correctly named, it simply doesn't get added to the render layer.
@Brecht Van Lommel (brecht) I think this also got resolved by ae6300a8b74b
Fri, Jun 21
@Sebastian Parborg (zeddb) Not sure about the reassigning scale part of the report, but cameras get indeed added without proper scene scaling.
Jun 20 2019
Jun 19 2019
Hi, I was looking at the markers operators, and I have a couple of question about them:
Jun 16 2019
Not a bug, as you can see in the operator tooltip, this is by design.
Jun 15 2019
@Jacques Lucke (JacquesLucke) Hi! Are you already working on this? If not and if it doesn't bother you I would like to give it a try.
Jun 11 2019
Jun 6 2019
I recently noticed that in the Italian layout, by default the view pie menu is mapped to ò and local view is mapped to ù, in the keyboard settings if you try to use those keys they figure as ` and / , respectively. You also can't use modifier keys with them.
Jun 4 2019
I bet it's quite a trivial thing to solve for someone who knows the code. Better to poke someone here or you'll manage this @William Reynish (billreynish) ?
The main thing is that it doesn't work for bones constraints, only for object ones (my copy-paste power wasn't enough there :) ) and the way I prevented blender to crash for this is quite ugly.
There is also a problem when changing the order of constraints, the list in the outliner doesn't get updated until you move the cursor over it.
Hey, thanks for committing this!
Maybe it would be better to keep out the outliner part though, until someone manage to give it a look and to make it work properly.
Jun 1 2019
May 23 2019
Hi, I think I have already suggested this in some older thread, but I think it would good to change the shortcuts for backdrop images in the node editor.
Right now we have IMO a very confusing set of shortcuts:
May 22 2019
I've tried to re-arrange the header in order to add back the keying sets.
I've tried to keep it balanced, without adding too much stuff; I'm not an animator though, do you think that something like this could work?
May 17 2019
Ok thanks, I imagined this would have been rejected but I wanted to be sure that the decision was definitive, and possibly to know if other ways to manage the space problem would have been explored in the future.
May 16 2019
May 13 2019
May 10 2019
Oct 23 2018
Sep 25 2018
@William Reynish (billreynish) but x-ray is not a selection option right now, by its own it's not sufficient to allow for (precise) selections through objects, for that you need to have the wireframes drawn; everything is fine in edit mode, but in object mode one would always need to change two settings in order to do a very common and simple thing like selection (and two more steps to return to a pure solid mode).
Sep 24 2018
@William Reynish (billreynish) I can confirm what Amon said, there are strange behaviours with laptop pads and pie menus, if mapped to a single key or to shift+key the cursor gets locked.
Sep 23 2018
As Yafu pointed out in Devtalk, not everyone find himself comfortable with pie menus, would it be possible to have them in blender as a configurable add-on (just as the old ones, but active by default)?
If one disable a specific pie menu the result of the shortcut would then be a regular vertical-aligned menu.
Sep 8 2018
This also happens to me, not only with cylinders though, it seems to happen with any kind of primitive (also lamps, curves, ecc), and also without the need of toggling edit mode.
Sep 3 2018
Aug 23 2018
Hi! I was wondering if changing V / Alt-V for controlling the backdrop zoom in the compositor had been considered yet, I've always found that confusing and to me it doesn't really make sense.
Maybe that could be assigned to Alt-Mouse wheel, it would be coherent with Alt-MMB currently used to move.
Aug 17 2018
Jul 3 2018
No, you need to download jendrzych's icons from here https://blenderartists.org/t/new-icons-for-blender-2-8/1112701 , update the icons and then build blender.
I've just compiled blender with a decreased size version of your icons (I tried 80% of the originals, it may be too much but I don't really know) @Andrzej Ambroz (jendrzych) and everything looks way better in my opinion.
There may be a couple of icons that would need a small adjustment, but overall they seems fine to me.
Jun 26 2018
Hi, I just want to add a thing about the checkboxes' alignment: the example used in the description may seem to have been chosen to delegitimize the old layout as you said @Campbell Barton (campbellbarton) but, looking at the various panels across the interface, that is in fact the most common situation in which there are checkboxes.
That kind of heavy alternation between toggles and values that you show in the Volumetric example only happens in a couple of other panels of Cycles' settings, like here:
but even in cases like this one or the one you posted, in my opinion, being able to read the labels without having to scale a lot the interface should be prioritized.