- User Since
- Oct 26 2005, 7:41 AM (591 w, 2 d)
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Fri, Jan 27
The problem here is that your various clips have different framerates (i.e. 30fps for the screencast, 25fps for the camcorder, 30fps for the camera, and 26.57fps for the phone).
Hrm... this is strange indeed...
Thu, Jan 26
Have you got 'Only Needed' enabled in the user prefs?
Jan 21 2017
@Steffen Mortensen (stifan): Thanks for identifying the problem! Fixes committed to master now :)
Jan 20 2017
I tested this again just now, and overall I think it should be fine to include :)
Jan 18 2017
Indeed, this tool doesn't take NLA tweakmode into account (as it wasn't expected that people should/would be doing a lot of animating that way). But, with a few tweaks in a few places, it should be relatively easy to fix.
Jan 10 2017
Ah yes, there's that problem.
Jan 9 2017
The purge orphan data operator works by saving and reloading the file. That in turn triggers the current context to be destroyed, and a fresh one to be created.
Perhaps I'm missing something, but since the original problem was that the user was trying to use Flip Names to swap the names of a pair of selected bones, wouldn't it make sense to just swap the names of a pair of matching bones (if both are selected)? All the other cases we could leave as-is for now.
Jan 2 2017
Hey Campbell, thanks for the tips!
Great to see someone tackling this at last! :D
Please include a file so that we can see what's going on.
Dec 29 2016
Dec 28 2016
Dec 10 2016
Dec 9 2016
Dec 2 2016
Ah, I was referring to https://developer.blender.org and not https://developer.blender.org/maniphest/project/2/type/Bug/
IIRC, on last check we weren't doing any of the fancy color management stuff yet. Previously, as a UI tool, this didn't matter so much, but now that GP is being used for art, we'll have to tackle this I think.
I've had a look at what's going on here:
- If you create a task via Maniphest (i.e. via the '+' in the top-right corner -> Create Task) the description box is left empty (since the task could be for anything). That page is simply titled "Create Task"
- If you create the task via the "Report Bug" button on the homepage, you'll instead see a page title "BF Blender Bug Report", complete with instructions on what to include in the bug report, as well as a pre-populated description box with a basic template.
Dec 1 2016
Nov 27 2016
Actually, even just trying to print the mycolor variable (before changing the name) caused a crash in current master.
Nov 23 2016
You mention some crashing issues when trying to render: IIRC, there have been some recent fixes for crashes related to sequencer stuff.
Nov 18 2016
Could you check with latest master (i.e. buildbot builds)? IIRC, sergey committed a fix for this sometime in the past few weeks-month.
Hmm... this looks suspiciously like a bug in the UI code related to the way that it trims off excess zeros off the end of numbers. Some observations:
- Once it has removed the zero, it doesn't remove any more digits/characters in subsequent editing cycles
- If we replace the 0 with a 1 (or add a 1 after it), no truncation occurs.
Nov 15 2016
Eek! Indeed it is!
Nov 5 2016
@Bartosz Moniewski (monio): From the looks of things, this is something we will enable on specific operators on an "as-needed" basis. So, for most operations (e.g. standard transforms and stuff like that), this is grouping behaviour isn't likely to be enabled.
This seems like a step in the right direction.
Oct 30 2016
Ah that clears things up a lot :D
I'm missing a bit of detail here about the nature of the cache. One thing to be very careful about if you do implement a list of pointers to FCurves is that those references can get invalid/not linked correctly after doing:
- Some combination of library linking madness
Oct 24 2016
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?
Oct 23 2016
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).
Oct 21 2016
Not a bug.
Oct 13 2016
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.
Oct 12 2016
What sort of snapping are we talking about here? The Shift-S or the transform snapping?
Oct 3 2016
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)?
Sep 30 2016
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.
Sep 28 2016
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.