- User Since
- Feb 17 2010, 6:35 PM (396 w, 4 d)
Sun, Sep 3
Sat, Sep 2
Sun, Aug 27
Jul 17 2017
Jul 11 2017
...depends on available upper/lower space...
Jun 26 2017
Jun 21 2017
Jun 19 2017
Jun 8 2017
Jun 7 2017
Jun 1 2017
Can this be reverted to the previous behavior before the release? I depend on this very often in my work.
May 29 2017
I can't think of a single use case where handling each vertex is more preferable than island during translate operation. But I can bring a lot use cases for handling whole island in hard surface area, including jewelry modeling.
May 25 2017
Apr 18 2017
Mar 28 2017
Then what are criteria for an empty file?
I think we all can agree that a file with objects, object data, materials and textures cannot be empty.
Mar 27 2017
@Campbell Barton (campbellbarton) as I understand this option performing data cleanup after Factory Settings file is loaded. Which means as soon as Factory Settings would receive new default data—this feature will become obsolete and need to be updated.
Mar 13 2017
Feb 5 2017
Feb 3 2017
Tested latest builds with factory settings on two Windows 10 machines, issue is clearly appearing on both of them.
Feb 2 2017
Windows only bug?
I tried the most recent windows builds: 3ab8895 both x64 and x32, Z hotkey still doesn't work after using F8.
I also tried 6edfa73 for VS 2015 x64, it doensn't work either.
Jan 25 2017
Nov 18 2016
Nov 13 2016
@Bastien Montagne (mont29) that precisely was my point. All I/O add-ons should be updated in order for Blender's "Display Unit" to work in pipeline with other DCCs.
I'm sorry I did not make that clear.
Nov 11 2016
Fixed by rBA7df41339ae89
@Vuk Gardašević (lijenstina) I've prepared the fix already, but OK.
Hi Eugene, I have looked into the problem as I promised and here is what I've found.
Nov 8 2016
@Dalai Felinto (dfelinto) I hope you don't mind that I reopened and updated the task?
Also I can take the assignment if you guys have your hands full.
Nov 7 2016
I am so sorry about that, here is complete steps to reproduce the error:
In that case, would that be acceptable?
Nov 5 2016
Campbell's request: change title from "Print3D" to "Print3D Toolbox".
Oct 23 2016
Oct 21 2016
Sep 27 2016
@Brecht Van Lommel (brecht) then yes, if we're not leaving Blender ecosystem, it will do very good.
Sep 26 2016
@Brecht Van Lommel (brecht) it is not enough information to be sure if it is what I have requested.
- You did not explain how this change will work with BU, for e. g. what will happen when user will set scene units from m to mm? 1 m = 1 BU and 1 mm = 0.001 BU?
- If so, how transform tool input will respond to that? Will keyboard input for Translate tool convert "display unit" to BU?
- What will happen during geometry export to interchange formats (obj, stl)?
Sep 4 2016
Sep 1 2016
Looks like someone commented the code where brush object should be deleted on Apply All action.
Tweak Remove Brush operator anyway, since it will give an error if canvas object is deleted before Apply All.
Aug 3 2016
Nice! Thanks :)
Aug 2 2016
Aug 1 2016
Jul 22 2016
@Brecht Van Lommel (brecht) It's Maya.
Jul 18 2016
Closed by commit rBA0c0f93a88790
Jul 17 2016
You are right, I'm sorry. I was too careless when analyzing causes, I will test better next time.
I agree with you on all topics except one:
bpy.utils.units.to_string('METRIC', 'VOLUME', 1.001, split_unit=True)
@Campbell Barton (campbellbarton) Unfortunately bpy.utils.units.to_string() does not work with unit scales:
Description was missing for Metric and Imperial outputs.
Jul 15 2016
@Andy Davies (metalliandy) hi Andy, this thread is about making Units UI comprehensible, so users could figure it out without first searching for a tutorial on YouTube.
Your complain is about the Unit System itself. Of course presets are basically just py scripts and we can do what ever we want, like change the scale of all objects in the scene to preserve their size in units for eg., but to me it looks like an insane idea.
Apr 25 2016
In the description to this task this stackexchange question is specified as a use case for this feature, where open_mainfile is a much better solution.
empty file is mainly useful when you want to create a file from scratch and save it without having to manually clear the data.
Isn't libraries.write were created specifically for this purpose?
Apr 23 2016
@Campbell Barton (campbellbarton) its now possible to save individual data blocks
Apr 22 2016
@RG Dengate (rdengate) So it’s just using a “factory settings” blend file with all default screen layouts, default brushes etc. This is unfortunate, I was searching for a way to create a completely empty blend file. *sigh*
Apr 20 2016
From the description I understand that this will not create completely empty blend file which would still contain user settings, space data, sculpt/texture brushes?
Mar 23 2016
Additional class naming changes
Change class name to SCENE_MT_units_length_presets
No prefix for list items
Feb 18 2016
Feb 17 2016
Another option is not to attempt to use a generic preset system, then we can arrange things how we like, but means users wont be able to add their own so easily (which may be acceptable in this case)
Use unit type prefix so presets are ordered by imperial/metric
Feb 16 2016
Expand unit None/Metric/Imperial (takes up same amount of room)
Can we please not do that? I understand visual sacrifice in favor of efficiency when this can speed up workflow, but these are unit settings—you set them once, and then forget about it.
I specifically focused on minimalism and comprehensiveness of the UI, I tried to give user only necessary information as structured as possible, and expanded menus just break it.
I hope it wouldn't hurt if I update the UI for Units panel? The person who did the original design during 2.5 refactor project clearly did not look how other software handles same UI, so he made it look closer to 2.4 UI.
Also hide unused elements is not great user experience, grey them out instead.
Update diff according to given remarks. Also update UI for Units panel, to make it look less alien.
Feb 15 2016
I am also considering a different approach, illustrated in animation below:
Feb 14 2016
Feb 11 2016
Feb 2 2016
No, it behaves as expected.
Jan 25 2016
Jan 17 2016
These news strike right into my Cyrillic heart.
Jan 15 2016
Thank you, that was a lot.
Jan 11 2016
There is no specific OpenGL alpha mode option
It’s says right there: “OpenGL Render Options”—from the user’s point of view that is quite specific.
Jesus could this be even more confusing? Why there is a specific OpenGL alpha mode option?