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- User Since
- Mar 26 2013, 2:42 PM (264 w, 5 d)
Jun 16 2016
ah sorry, I just copied the name from an earlier comment by @koliz
@Nathan Vegdahl (cessen)
Do you approve this design:
I dont think its simply a user interface change proposal feature. It is a workflow automation feature that other software already has had for years - leading blender in the animation department.
Jan 2 2016
Any progress on this? I hope it's not abandoned :)
Jul 20 2015
Do you guys think the toggles should be in the menu, or should they be in the form of buttons?
Ah I see, sorry I misunderstood it.
Jul 18 2015
what is more important - fast workflow or design consistency?
I brought this up again at blender artist:
Jun 4 2015
i wish we could at least see it in the viewport.
May 13 2015
do you open and save it in gimp?
Please see this:
May 12 2015
It no longer crashes blender in the newer krita, however the file imports with the wrong colors!
Apr 9 2015
I am sorry, the example files no longer seem to be online. Can you reupload them? I cant find an example of how to use this node anywhere :)
Apr 7 2015
that did it!! :)
Setting it to "Triple buffer" made region overlap work again!
[fox@darkstar blender-2.74-linux-glibc211-x86_64]$ mhwd-gpu --status Using default Default lib32 support: true :: status lib32-libGl: '/usr/lib32/mesa/libGL.so.1.2.0' lib32-libGLESv1: '/usr/lib32/mesa/libGLESv1_CM.so.1.1.0' lib32-libGLESv2: '/usr/lib32/mesa/libGLESv2.so.2.0.0' lib32-libEGL: '/usr/lib32/mesa/libEGL.so.1.0.0' libGl: '/usr/lib/mesa/libGL.so.1.2.0' libGLESv1: '/usr/lib/mesa/libGLESv1_CM.so.1.1.0' libGLESv2: '/usr/lib/mesa/libGLESv2.so.2.0.0' libEGL: '/usr/lib/mesa/libEGL.so.1.0.0' libglx: '/usr/lib/xorg/modules/extensions/libglx.xorg' xorg configuration file: '/etc/X11/mhwd.d/ati.conf'
Doesnt work in current stable release,
Doesnt work in Latest builds
Desnt work with softwaregl script
Apr 6 2015
I am positive. You are with a different graphics driver to mine :)
Mar 24 2015
if it poses any serious complications to implement as two separate toggle features, I propose to have these two as a single feature - the way it was in the original patch. They seem to work well hand in hand and I would personally love to have them both on all the time.
Mar 20 2015
I think we've come to a agreement for a design. What's left now is to test it out in another patch+test build.
Mar 15 2015
Also we need to consider what to do when you want to skip selection in this solo visibility mode.
Yes, without actually selecting the channels.
I am ok to have it - as Cessen suggested above - it seems more consistent that way too.
Mar 12 2015
This is a very nice mockup. :)
I am OK with that. For as long as the functionality works automatically as an operation mode that can be kept switched on/off, it doesn't matter that much where those switches are - be it two visible button toggles or two new entries in the view menu.
Mar 11 2015
Proposal 1 sounds great to me. Fweeb at blenderartist had a great way of suggesting having it that way:
Mar 9 2015
why not have it both ways ? :)
well so far we have two ex Maya, now blender animators (me and Fahr) trying to convince two Blender developer/animators (Cessen and bassamk) that if the feature is not implemented as a workflow mode, it will loose a lot of it's convenience and usability.
It seems like the argument is mostly on the "hide unselected channels" part of the feature and how that is being triggered.
lets just continue the conversation at https://developer.blender.org/T43933
Mar 8 2015
I agree with Fahr. It's exactly why I prefer working with that feature on.
Mar 5 2015
I am sorry, I tried to support the idea that it is a design that has its merits and it is in fact liked by many users :)
If we cant get the auto-hide unselected channels behavior approved...
Mar 4 2015
Hi, I gave the test build a go and have a few notes :)
Feb 26 2015
Please remove the error prone stupid default behavior of purging all the other animation Actions that are not assigned to the armature when you close the application. Add the option to give them a fake user automatically by default.
Feb 20 2015
I would like to clarify the reason I want this implementation to be split into two features:
Auto frame in maya does not hide the curves.It only frames them.
every click you make, every button you press is multiplied by the number of times you switch to a new channel. It all adds up.
This feature is here to completely remove the need for extra clicks and button presses for the user when switched on.
It can be a tick box somewhere in the graph editor interface (mockup needed) if you dont like the view menu.
I am not against your proposal of the placement.
I partially agree with you - it wont be found initially by new users. But that is normal with any other software. You seem to also have a personal preference of disliking that menu and wanting some things moved out of it - to another place.
I agree with fahr that bassamk's suggestions sound way to convoluted/unclear.
Feb 19 2015
for the bassamk suggestions I like B) the most since it is the simplest and most intuitive one of the three - just have a single toggle on/off solo mode button to enable the display-only-selected-channels-curves mode. These are suggestions for half of what is implemented here though - the solo-ing of an f-curve (hiding all curves that are not selected)
Now that there is a patch to easily do it with the outliner, I think it should be done manually by the user instead of by blender without a warning and no ability to undo. Be it manual or optional, default or not - It would stop this madness of people losing their work.
Oh I also forgot to ask. It's not showing it in the gif file. Does it also work on multiple selected channels?
would it be possible to get a Linux64 or windows64 build to test on?
It's a feature that is also present in maya- it is called "auto frame" there:
Feb 18 2015
apologies. I didnt know. You guys are absolutely awesome!!!
The official effort by the blender foundation for a normal edit modifier is not very useful and is very limited since you can only direct the normals of a mesh towards another object's position in space.
Feb 15 2015
Now thinking about it, I think part of the problem is that blender's action editor successfully misleads the user to the idea that an armature can be the owner of multiple actions. And that the drop down list is not there to select which one is being owned by the armature- but more like a way to switch between them and work on multiple actions simultaneously - similar to the way you switch between editing modes in the 3d viewport. That is what an animator would use it for in most cases in my opinion.
It's just also very unexpected that blender would delete all of the other ones in the list if they dont have a fake user.
Feb 11 2015
Another way to suggest to the user that their Action editor data is not going to be saved (when the "F" button is not toggled) - is to append an asterisk (*) symbol to the end of its name.
Feb 10 2015
Thats why I first posted at blender artist, to collect data from other users. Surprise surprise, there are others who lost data just like me.
Experienced blender users.
I've been using it for more than 3 years btw. This has happened to me twice.
naturally I got angry because I lost hours of work. I dont understand your reasoning anymore. :D
Would I have taken the time to write this bug report and invest time in arguing on why its a bad design if I didnt get personally affected by it?
I am not requesting change in the underlying structure.
Yes there will always be users who are disrespectful to other users. Internet is like the wild west. However in this case, I presented you with a number of logical arguments to correct a design issue.
Some of the users at BA are actual developers , who also support the idea that this is currently an issue.
if it has consistently led to data loss, to many users - as confirmed by people at blenderartist, then yes- it has to change somehow. In way in which everyone is happy.
only that blender has no trash can. It deletes the file without a warning and you can not get it back.
do you have to close a file browser and reopen it in order to delete a file you dont want ? :D
Do you have to mark it with an f button in order to tell the operating system not to delete the file when you close the file manager?
How do you not see how counter intuitive this is at the moment. No other software behaves this way
Ah thank you :)
I hope I didnt cause too much trouble. This is really a big time saver when you animate.
On the issue of interface clutter: if you implement it in the way I suggested, the user will not have to constantly switch it on and off. It can just stay on.
So in that regard- it would be fine if it's just a new entry in the view> menu
It is just executing the "view all" command upon showing the curve. Showing curves happens either when you
1.select an object (shows and frames all) or
- when you select one or more of the channels (show and frame only the curve(s) of the selected channel(s)).
Some developers and users complain that having to close blender and reopen it to clean up datablocks is counter-intuitive and causes issues.
For example it has recently caused a problem for the developer of the muscle generator add on:
Link to the demonstration video- the part where datablocks management becomes an issue
Feb 9 2015
will you consider implementing it the way we suggested it at blenderartist?
Feb 7 2015
Oh one more point another animator made at blenderartist that would improve autoframe:
On point 2- when you select a channel, autoframe should frame it's curve, but it should also HIDE all the other curves from unselected channels - or at least make they keyframes unselect-able. :)
The feature is called "Auto frame" in Maya and other software. What it does is similar to this, but without the need to select keyframes.
The keyframe selection mode is somewhat cool and I would love to experiment with it for a while to see how useful it is, but it still requires more repetitive work when you compare it to what I had in mind.
Feb 4 2015
Yes I agree that would be even better, as confirmation dialogues before closing the software tend to be annoying sometimes.
It is going against basic software design principles and plain human intuition. :)
If you want blender to be widely adopted, you have to have some common sense. I understand that there will always be people who get used to something and tend to protect it no matter what.
The problem is best described in this document:
| Blender UI and Functionality Proposals ]]
Can't you see that this is an intrerface/design issue. Blender has absolutely no warning when deleting user data. and it can not be undone. It does it by default, if you dont click on an obscure little icon every time you create new actions. Why cant we just keep that icon ticked by default? Or at least have the option to do so. Why are developers so against it. At least issue a warning when you close the blender scene.
Jan 30 2015
Loading factory settings and using the 2.73a build seems to have fixed the issue. Mark as solved.
Jan 27 2015
well, the first you can do is communicate/warn the user that data is under the danger of being wiped. The "F" button is too easy to overlook. So underlining the text with red when it has no fake user would be a nice temporary semi-solution. When an F-curve is dead for example- blender puts a red line under it's name.
And that is exactly what happened to me at the global game jam event the other day :)
Blender's design put our team in a lot of trouble near the deadline.
Jan 25 2015
I am also getting the bug in windows. No idea what makes my computer special. I can make a video recording if you like to prove the behavior. :)
Jan 22 2015
Yeah, I have the defaults atm.Global undo is ticked and Steps is set to 32, memory limit = 0.
did you actually try to reproduce the bug (with Global undo switched on) before closing it? :D
that doesnt resolve the issue at all though :)
It still kicks me out of pose mode when i undo.
Jan 3 2015
on the linux build I get a strange bug where it wont let me connect material nodes by dragging the connection dots to make a connection
Dec 27 2014
perhaps adding an ID number to the names of vertex groups automatically would make things a little bit more bearable :)
Dec 26 2014
Jul 31 2014
i appended his hands and feet from other (older) models (i had) who had shape keys on them. I duplicated a part of the mesh (hands and feet) , separated it, cleared the shape keys and then appended it to use on the kid.
Jul 1 2014
I kind of like Seba's tab design proposal, since it removes the slightly ugly gap between the tabs. It's how Unity does tabs.
May 21 2014
An idea for the TOP SHELF (layout tabs):
May 15 2014
I am glad that you have taken actions to address the issue.
It would be great if auto-perspective supported alt-snapping one day though. After finding out the idea behind auto-perspective I have to say that it can potentially be super useful to me if it did support my preference to the alt key instead of the numpad buttons.
May 12 2014
top-front and top-back?
May 10 2014
filed a bug report here:
Hi, heres the file after being saved in gimp.
opening it in gimp, i get a warning message about an embeded color profile (invalid- utf8 string). It asks me if I want to convert it to rgb working space.
May 9 2014
Apr 27 2014
Will you keep the blender version/scene information bar in the panel though? It is quite wide.
Apr 16 2014
hi, thank you for confirming this. Disabling vbo fixes the issue!!
it does it on the default cube as well. I think this is an issue with radeon's open source driver under linux.
Its not even doing it consistently.
did you try painting on it with a brush?
I would like to add that this worked just fine in 2.69.
Mar 17 2014
I am sorry. Didnt realize it was a feature and the sudden new behavior seemed like a bug to me.
Yes, I would always expect blender to remember my viewing mode and only change it on request!
Mar 15 2014
I have uploaded a video demonstrating the bug with the latest build.
Mar 14 2014
Feb 11 2014
I agree with XRG and Psy-fi that topology should not be in the brush settings tab. I brought this up at blender artist and some people argued that they need to keep it there so it is always visible - not to need to switch between tabs.
Jan 14 2014
There was a suggestion to color code the tabs at blender artist, which I thought is quite interesting way to help users find things by colour.
I think softimage did something in those lines - although not for tabs.
Perhaps to be more subtle, you could only color the text in the tabs.
Or use a small circle icon next to each tabs name (like a dot) with a different color based on the tab.