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Chris Offner (chrisoffner3d)
Freelance 3D & VFX Generalist, Rigger

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User Since
Mar 27 2016, 6:39 PM (168 w, 4 d)

Recent Activity

Apr 13 2017

Chris Offner (chrisoffner3d) added a comment to T51178: "Restrict Render" doesn't keep objects from being rendered in Cycles Preview (CTRL+Z).

Good point and good example. Deviations of the preview renderer from the final render should be optional and explicit exceptions rather than the default though - in sensible cases like the one you describe.

Apr 13 2017, 2:45 PM · BF Blender

Apr 12 2017

Chris Offner (chrisoffner3d) added a comment to T51178: "Restrict Render" doesn't keep objects from being rendered in Cycles Preview (CTRL+Z).

Thank you - that has been pointed out to me by now. :)
It basically boils down to the question:

Do users expect/want the Cycles preview to behave more like the viewport or more like the final render (except for sampling)?

My assessment is that the more desired/expected behaviour is for the Preview/Viewport Renderer to resemble the final render as closely as possible, which is also the route every other production renderer I'm familiar with (Arnold, V-Ray, MODO, Redshift) takes.

Apr 12 2017, 9:53 PM · BF Blender
Luciano Muñoz Sessarego (looch) awarded T51178: "Restrict Render" doesn't keep objects from being rendered in Cycles Preview (CTRL+Z) a Like token.
Apr 12 2017, 11:41 AM · BF Blender
Chris Offner (chrisoffner3d) added a comment to T51178: "Restrict Render" doesn't keep objects from being rendered in Cycles Preview (CTRL+Z).

I understand that it may not be a code bug because it may work 'as intended' but I do think it very well qualifies as a design/UX bug in that its functionality is not consistent with how most users would expect this to work based on the paradigms and terminology laid out by Blender.

Apr 12 2017, 11:32 AM · BF Blender

Apr 11 2017

Chris Offner (chrisoffner3d) created T51178: "Restrict Render" doesn't keep objects from being rendered in Cycles Preview (CTRL+Z).
Apr 11 2017, 4:11 PM · BF Blender

Mar 31 2017

Chris Offner (chrisoffner3d) added a comment to T51021: Viewport Design.

I like and agree with both those suggestions - the edge opacity relative to their length on screen, and the grid opacity based on camera angle!
An infinite grid becomes most visually distracting towards the horizon line. This seems like it might be a nice solution without too many dependencies on stuff in the scene and magic numbers.

Mar 31 2017, 9:04 AM · User Interface, BF Blender: 2.8

Mar 22 2017

Chris Offner (chrisoffner3d) added a comment to T51021: Viewport Design.

I like the fading - looks great.

Mar 22 2017, 10:22 PM · User Interface, BF Blender: 2.8
Chris Offner (chrisoffner3d) added a comment to T51021: Viewport Design.

Show optionally, proportional transformation with an editable color gradient

Mar 22 2017, 9:52 PM · User Interface, BF Blender: 2.8
Chris Offner (chrisoffner3d) added a comment to T51021: Viewport Design.

To be honest, I find a fading grid a lot more attractive and visually clean than an infinite grid. There's really no tangible benefit to see grid lines into infinity, on the contrary - at low viewing angles it just clutters up the view towards the horizon line.

Mar 22 2017, 9:49 PM · User Interface, BF Blender: 2.8
Chris Offner (chrisoffner3d) added a comment to T51021: Viewport Design.
Mar 22 2017, 12:17 PM · User Interface, BF Blender: 2.8

Mar 21 2017

Chris Offner (chrisoffner3d) added a comment to T51021: Viewport Design.

Great mockups! I'm very much in favour of grid fading and resizing grid density as well.
MODO does both and it's quite elegant.
Maya does neither.

Mar 21 2017, 10:04 PM · User Interface, BF Blender: 2.8

Sep 10 2016

Chris Offner (chrisoffner3d) added a comment to T49315: Bendy Bones.

Click the demo GIF images to show their full animation.
(The preview thumbnails are just static images it seems.)

Sep 10 2016, 9:33 AM · BF Blender
Chris Offner (chrisoffner3d) created T49315: Bendy Bones.
Sep 10 2016, 9:31 AM · BF Blender

May 22 2016

Chris Offner (chrisoffner3d) added a comment to T48476: "Recalculate Bone Roll > Cursor" doesn't seem to work as expected.

Awesome, thank you. I edited my previous comment.
Didn't see the commit at first, sorry for the confusion.

May 22 2016, 11:50 AM · BF Blender
Chris Offner (chrisoffner3d) updated subscribers of T48476: "Recalculate Bone Roll > Cursor" doesn't seem to work as expected.

Sorry but why was this set to "Resolved" without any further comment?
@Campbell Barton (campbellbarton): Did you check the project file I attached?

May 22 2016, 11:41 AM · BF Blender

May 20 2016

Chris Offner (chrisoffner3d) created T48476: "Recalculate Bone Roll > Cursor" doesn't seem to work as expected.
May 20 2016, 2:51 PM · BF Blender

May 13 2016

Chris Offner (chrisoffner3d) added a comment to T47032: Custom Manipulators: New Transform Manipulator (Design).

Yeah, in that case I'd prefer to have clean solid squares, maybe half-transparent, and the letters cut out of them (i.e. the letters form negative space). In any case I think it should be antialiased so that the manipulator looks more legible and modern.

May 13 2016, 10:05 AM · BF Blender, User Interface

May 12 2016

Chris Offner (chrisoffner3d) added a comment to T47032: Custom Manipulators: New Transform Manipulator (Design).

Nice idea, I like it.

May 12 2016, 4:15 PM · BF Blender, User Interface

May 4 2016

Chris Offner (chrisoffner3d) added a comment to T38384: Layer Manager.

I disagree that it's a bad example and suggest that, like in Maya and other industry standard applications, a layer's visibility setting should override the one in the Outliner for a given object if it's invisible.

May 4 2016, 9:45 AM · BF Blender: 2.8, User Interface

May 3 2016

Chris Offner (chrisoffner3d) added a comment to T38384: Layer Manager.
  • Is it really useful to have the icons to restrict render/viewport visibility and selection in the layer manager? Can't we just leave them in the outliner? (The layer mode mentioned above could be used to allow toggling visibility/selection of entire hierarchies)
May 3 2016, 9:09 PM · BF Blender: 2.8, User Interface

Apr 30 2016

Chris Offner (chrisoffner3d) added a comment to T38384: Layer Manager.

I agree that the eye icon isn't great in general but I think consistency throughout the application is more important.
So getting one single icon for all "viewport visibility" toggles implemented throughout all aspects of Blender should be the first step. Once this is done, this icon could very well get replaced by a less dated/legacy one in the future if one can be agreed upon that communicates the purpose as clearly as the widely used eye icon.

Apr 30 2016, 9:28 PM · BF Blender: 2.8, User Interface
Chris Offner (chrisoffner3d) added a comment to T38384: Layer Manager.

I see. I'm just wondering if there isn't a way to retain a single "visibility" icon (the *eye*) for all purposes where a toggle changes "viewport visibility".

Apr 30 2016, 7:50 PM · BF Blender: 2.8, User Interface
Chris Offner (chrisoffner3d) added a comment to T38384: Layer Manager.

Which layer-specific visibility icons currently in the interface are you referring to?
The check boxes on the right side in the Render Layers list?
Aren't those essentially just "Render on/off" toggles and shouldn't they therefore be represented by the photo camera icon used to toggle if something is "Renderable" or not that's used everywhere else?

Apr 30 2016, 6:57 PM · BF Blender: 2.8, User Interface
Chris Offner (chrisoffner3d) added a comment to T38384: Layer Manager.

I see. Thanks for the explanation. Sounds good to me.
And what are the Toggles on the left meant for? :)

Apr 30 2016, 4:56 PM · BF Blender: 2.8, User Interface
Chris Offner (chrisoffner3d) added a comment to T38384: Layer Manager.

As I suggested here, I think colour coding would be the best way to keep the header quick layer workflow. Let the user give every layer its own colour which then gets represented in small header icons.

Apr 30 2016, 4:10 PM · BF Blender: 2.8, User Interface

Apr 15 2016

Chris Offner (chrisoffner3d) added a comment to T48156: When Window Draw Method is set to "Full", dragging items to re-parent in the Outliner is not giving any visual feedback. .
  1. Blender 2.77a
  2. Windows 10 Pro 64-bit
  3. NVIDIA GeForce GTX 980 Ti | Driver version: 364.72
  4. After starting the latest build from the buildbot and trying around with different settings, it turns out this error only shows up when MultiSample is set to 16. Every lower MultiSample setting works without problems. But MultiSample 16 causes the drawing issue every time the cursor leaves the UV Editor.
  5. Placing the opengl32.dll inside the blender folder had no effect on the behaviour. MultiSample 16 still showed artifacted edge drawing in the UV Editor when the cursor left the view.
Apr 15 2016, 4:03 PM · BF Blender
Chris Offner (chrisoffner3d) added a comment to T48156: When Window Draw Method is set to "Full", dragging items to re-parent in the Outliner is not giving any visual feedback. .

Ah, I see. Apologies. Elsewhere it has been recommended to me to change the Window Draw Mode to "Full" because otherwise I was getting ugly drawing of edges in the UV Editor whenever my cursor left the UV Editor view, as shown in this GIF. Setting Window Draw Mode to "Full" fixed that issue.

Apr 15 2016, 3:12 PM · BF Blender
Chris Offner (chrisoffner3d) created T48156: When Window Draw Method is set to "Full", dragging items to re-parent in the Outliner is not giving any visual feedback. .
Apr 15 2016, 2:45 PM · BF Blender

Apr 11 2016

Chris Offner (chrisoffner3d) created T48112: Ticking the "Manipulator" check box OFF in the Preferences > Interface menu does not get respected in subsequent Blender sessions.
Apr 11 2016, 7:48 PM · BF Blender

Apr 4 2016

Chris Offner (chrisoffner3d) added a comment to T36785: Automatically calculate the best tile size for the fastest render.

I use an NVIDIA GTX 980 Ti. After reading T45093 and noticing that setting the tile size from 64x64 to 160x120 reduced my render time from 2:16min to just 57sec, I searched for a data-driven addon for determining optimal tile sizes.
Just tried this add-on here out and it falls short of the seemingly optimal 160x120. Rendering the same scene with Auto Tile Size on takes 1:23min.
So I was wondering:

Apr 4 2016, 9:54 PM · Addons

Apr 2 2016

Chris Offner (chrisoffner3d) added a comment to T47032: Custom Manipulators: New Transform Manipulator (Design).

Without trying to derail the discussion about the visual design - how is it planned that the new universal manipulator widget will be triggered/activated?
Is it going to be by SHIFT+clicking the SpaceView3D.transform_manipulators icons in the 3D view's header, like you currently do in Edit mode when combining different selection modes by SHIFT+clicking on the vertex/edge/face selection icons?

Apr 2 2016, 9:39 AM · BF Blender, User Interface

Apr 1 2016

Chris Offner (chrisoffner3d) added a comment to T47032: Custom Manipulators: New Transform Manipulator (Design).

Aah, I see. How about having three shapes at the center, like in the MODO cyan ring example? A square for uniform scale (square signifies scale), then inside that a ring for free form rotation (if that is considered necessary) (ring signifies rotation) and inside that a triangle for free form (screen space) translation (triangle signifies "direction")?

Apr 1 2016, 11:41 PM · BF Blender, User Interface
Chris Offner (chrisoffner3d) added a comment to T47032: Custom Manipulators: New Transform Manipulator (Design).

After some thought, maybe uniform scale widget is overkill... I can't think of a design where it would not just clutter the whole thing.

Apr 1 2016, 11:09 PM · BF Blender, User Interface
Chris Offner (chrisoffner3d) added a comment to T47032: Custom Manipulators: New Transform Manipulator (Design).

As mentioned here and here on Twitter and what Julian asked me to add here:

Apr 1 2016, 11:02 PM · BF Blender, User Interface
Chris Offner (chrisoffner3d) added a comment to T48029: Keying Sets: Ticking the Array Target: All Items check box only includes the array items AFTER the one which has initially been added to the Keying Set.

Ah, awesome! Thanks for getting back to me as well as fixing the bug so quickly. :)

Apr 1 2016, 3:32 PM · Animation
Chris Offner (chrisoffner3d) created T48029: Keying Sets: Ticking the Array Target: All Items check box only includes the array items AFTER the one which has initially been added to the Keying Set.
Apr 1 2016, 1:08 PM · Animation