- User Since
- Aug 22 2007, 10:18 AM (568 w, 6 d)
Aug 8 2017
Thomas, I use the custom handles a lot in my rigs, and I agree with your point 2.
Currently it's quite tedious to have to align the handles while not seeing in edit mode what's happening to the rest pose.
Moreover, it's tedious to have to align them at all, especially when the bendy bone is askew and initial Curve XY offset, Roll or Easing is set (the tangent bone has to be aligned to an imaginary straight bone, not to the bent bone visible in viewport).
Jun 29 2017
Apr 18 2017
The problem persists in 2.78c and today's dayly build 4d0d1b5
Apr 9 2017
That's a great modifier not only for binding cloth simulations, but also for binding a character to multiple absolute shape key animations. I desperately needed something like this for quite a while and just now found it :)
The only thing missing is a vertex group option to restrict the influence, it would be really great if you implemented that.
Mar 24 2017
Mar 9 2017
PS. I'm currently working around that by doing all transforms in the node editor. Input, Transform node, Composite node --> it outputs to a Scene strip in the VSE.
That works, although in many cases it would be much more convenient in VSE (especially if there's a lot of strips to scale, it gets complicated with nodes).
Any news on the potential new VSE engine Bastien mentionned? Did I miss it, has the topic been dropped, or is it beeing worked on for one of the next Blender releases?
Jan 15 2017
Ok after your hint I started systematically deleting animation from different bones, and found out that the position of the Master bone was the reason, it didn't work if it was too far away from the world center and had nothing to do with proxies or animation, but some kind of double evaluation of the position of the wave start position.
Switching the wave modifier with the armature modifier solved the issue.
I deleted the one in NLA, but still the animation in C02 doesn't work.
Or do you mean conflicts with completely new animation? (after deleting all actions from C02?) Because actually I wanted to keep the action I have animated in C02.
Jan 14 2017
Jan 9 2017
Dec 1 2016
Nov 13 2015
Nov 12 2015
There are edge artifacts with the AntiAlias option, it's not usable for stronger color changes.
I didn't know if it's a known limitation (because it is no real oversampling) or if it is a bug. I'll submit a bug report on it.
Nov 11 2015
It's a pity :( I needed it just for downscaling (I wanted to render bigger and then downscale for antialiasing at the edges)
I'll have to find another workaround then.
Will the compositor design which causes the problem be worked on in any near future?
Oct 30 2015
Oct 25 2015
Now there are no artefacts, but it's not bicubic?
The image output is the same as the ID output, saved as .png.
Oct 7 2015
Jun 7 2015
Feb 1 2015
Thanks, render view works perfectly now :)
Jan 29 2015
Jan 22 2015
That's exactly my problem with using window coordinates, it's not linked to the camera when I zoom.
If you could make the window mapping match the camera frame in camera view (instead of viewport border), I would be totally happy (I'm working on an animation with lots of backgrounds where I need this kind of mapping).
In the case of non-camera view, it's fine and logical as it is now.
Jan 21 2015
Jul 17 2014
Jul 15 2014
Apr 15 2014
There was a fix for a similar problem, but works only if the Holdout or Transparent shader is connected directly into Material Output, not with the mix node inbetween.
Mar 27 2014
Thanks! This makes it so much easier to fix distorted faces.
Mar 25 2014
Feb 15 2014
Feb 8 2014
I'm rendering with CPU, not GPU.
Why does it work as color input, but not as bump? It's the same amount of calculations for it to do.
Feb 4 2014
Feb 3 2014
Flipping the normals could cause other unexpected results (normal maps, backfaces etc.).
Thanks for changing!