- User Since
- Oct 26 2005, 7:41 AM (573 w, 4 d)
Why is this option stored in the sculpt settings, when it's clearly an option that's supposed to be used for controlling how the screenspace strokes get projected into 3D space?
Are there any docs on how this whole PreviewImage system currently works?
Ack! Looks like I forgot to force the keyframe_insert() method in the PyAPI to add these keys to the NLA Strip instead of into the action as per normal.
IIRC, 2.74 and earlier had a bug where the animated strip influence wasn't actually working at all. It might appear to have worked, but that was only an illusion (there was actually a 1-frame lag).
Fri, Oct 21
Not a bug.
Thu, Oct 13
Indeed, I noticed this very problem here (Note also that the "if (debug)" sections one of the related commits around this time for stroke drawing are used when the "Show Points" option is enabled)
In general, it's hard to reproduce or fix issues which only occur on specific/uncommon hardware that we don't have access to ourselves, so unless something changed here recently, it's likely to be quite hard to find a fix for this.
Wed, Oct 12
What sort of snapping are we talking about here? The Shift-S or the transform snapping?
Mon, Oct 3
Oh, and two other points:
- I thought it might just be worth noting that the thing with armature ghosting is it currently works by evaluating the armature's pose for all bones for each ghosting step shown, and once more for good measure (to ensure that everything is restored back to the original state). There's a reason why we don't support ghosting for objects currently (e.g. imagine the lag on a deformed mesh, not to mention the complexity of updating all the objects within the old depsgraph framework!)
Currently there isn't enough info to pinpoint what might be going wrong in this case. But, just to get the ball rolling, here are a number of candidates:
- You're trying to show ghosts for too large a frame range. Depending on how heavy the rig/scene are, I don't recommend doing more than 10-20 in total
- The rig you're using has a lot of bones (or a lot of those bones have custom shapes with high vertex counts, etc.)
- Are there any dependency cycles in your rig? What about pydrivers? New or old depsgraph?
- Does any part of your rig depend on "geometry" (e.g. spline ik/followpath/shrinkwrap constraints)?
Fri, Sep 30
Er... I think there might be a way to have markers-with-cameras-attached created in master by users without using py/rna. IIRC we have an operator to copy the current set of scene markers (or maybe just the selected ones) to be action markers instead. Check the action editor markers menu.
Wed, Sep 28
When I tested this, I couldn't get anything weird to happen (and especially nothing like what was described here). So, I'd recommend paying close attention to which channels you've got selected (check which ones have their names shown in white in the channels list) when copying AND also when pasting.
There's not enough information here to go on. There are *many* variables here for how you could be doing this, and what could be going wrong.
Sep 24 2016
From memory, we had a similar problem before in the toolshelf when trying to change brushes when renaming another one. (T49023)
Sep 22 2016
Already fixed yesterday rB586c58902d9b1b1edc417728aa3e357c1e66d3a8 :)
Sep 21 2016
Sep 20 2016
The "good" news here is that this isn't a regression caused by the Bendy Bones changes. The custom handles feature only makes a few changes to the inputs of the calculations performed here (but not the way that the calculations responsible for doing anything of interest happen). This can be verified by disabling the custom handle refs, or by loading the files in old releases. However, this means that we still have to fix whatever it is that's causing this issue...
Sep 17 2016
Not a bug.
Sep 7 2016
I just checked: the code here deliberately splits the strip in half if the cursor isn't inside the strip. So, technically, it's working "as intended".
Aug 29 2016
Aug 28 2016
This is definitely feature request territory, so I've reclassified this as such.
@Antonio Vazquez (antoniov): You can do that when registering the callbacks. Usually you'll pass temp data like this as the last argument (ie "customdata")
Aug 27 2016
Some general thoughts from a quick browse over what you've got:
- Conceptually, this feels a lot like what the "Breakdowner" for Armatures/Poses does. So, I'd suggest just using the same hotkeys again here, and perhaps even similar terminology. Also, just double check whether they both have the same behaviour (with regard to when it refuses to work, etc.)
- Grease Pencil frames can also have keyframe types just like normal keyframes. So, I'd suggest that frames generated here get tagged as being "Breakdown" keyframes.
- From the looks of things, it is assuming that the same set of strokes that existed in the first frame exist in the second frame? What happens if this is not the case?
Aug 26 2016
Aug 11 2016
You can actually just enter "Edit Strokes" mode the same way you would on any object normally. The "Enable Editing" button was removed recently (in the GP v2 branch) as it was duplicating the functionality and wasn't really needed (since both ways actually do the same thing).
Aug 8 2016
Ah.. you need to drag down (to start dragging both) before starting to move left/right. Indeed this crashes. Will investigate :)
Aug 7 2016
Have you checked whether this still happens for you in the current test builds (https://builder.blender.org/download)?
Currently there is not enough information here for us to figure out:
- What is wrong? What is it currently doing? How is it not working correctly?
- How do we reproduce this issue? What steps (preferably with a test file) are needed to get it to show this issue?
- Windows, Linux, or Mac? Mouse or tablet?
Aug 5 2016
@Antonio Vazquez (antoniov): Could you take a look to figure out what's going on here? It might be something subtle going wrong with the RNA set functions for the brush names.
View-aligned strokes should be ok because we manually tesselate and draw those, while 3d strokes are currently drawn using whatever your driver does.
Aug 1 2016
Hmm... it took a second look to confirm that this is in fact happening (rBbd11d91)
Jul 31 2016
Some more code review. Sorry for all the noise with separate comments, but this editor seems to get laggy if I do too many of these in one go :/
Looking through a bit more of the code, I came across a few places where it's now iterating over the layers, then the strokes manually, so that we have access to the layer that a stroke belongs to, in order to apply parenting corrections. The problem is that this just makes maintenance worse, in that now you have to modify all the places where this happens (which happens to be most of the tools).
Jul 27 2016
I've gone through "some" of the code (but not all of it yet ;). Here are some comments about stuff I've come across so far... I haven't gotten around to looking carefully at the new drawing/painting/sculpting code yet.
Jul 24 2016
Jul 23 2016
Currently you've got this set for some of the buttons but not others. Why is it that only those ones get set? Are there any others which may benefit? (e.g. do the other RNA update callbacks already do something similar, in cases where this sort of thing may be useful?)
Jul 9 2016
Not a bug.
Jul 7 2016
I'm feeling a bit silly right now, haha! XD Why oh why didn't I think of doing this when I had a look earlier!