- User Since
- Jul 26 2010, 5:29 PM (395 w, 1 d)
Thanks for the commit.
Sun, Feb 18
- Fix whitespace.
- Less ugly version.
Thu, Feb 15
Definitely looks like something weird is up. I also noticed that it seems to work with Accumulate enabled.
Wed, Feb 14
You've got a bunch of objects using mesh data Cube which doesn't have any vertices, the operator uses the vertices to find out where it should align (or something like that) so it fails when there are no vertices. If you isolate the objects that actually are the cubes (using mesh data Cube.001) it works fine. Did you mean to have empty mesh objects instead of using for example Empties?
This is caused by rB702bc5ba26d5ff2a4da9e92cabb2fa34ed3f2312. Anyway instead of duplicating the bones you can use Armature - Symmetrize instead, that way you get the right names (and don't need to duplicate and scale the bones).
Thu, Feb 8
A plane doesn't have width (well, volume) so I don't see how it could be used to separate things. You can see that it is cutting the mesh though, and if you apply the boolean you can see that you end up with new vertices where the plane was. So basically you made a fancier version of loop cut. 😛 If it's supposed to actually split the mesh in half then it could be a bug but it's still nothing like the Carve result you got.
Wed, Feb 7
Maybe some matroska (.mkv) weirdness? https://matroska.org/technical/specs/notes.html
The video playback is only fine because by default Blender sets the scene fps to the video fps. If you disable use video fps when adding the file (down left) you get an extremely slow video.
Tue, Feb 6
I reported the bug for now, it should be very clear what's wrong. I will update with their response later (if any).
The issues tracker is only for "accepted" bugs and was not used in earlier versions (it didn't exist back then). Here are a few answerhub reports:
It was reported a bunch of times but not fixed yet. You're right though, I checked the code and there's even a comment saying "// find the Fbx mesh node that the Unreal Mesh matches according to name". So there's no check for converted file names.
It kind of is like throwing water on a campfire but I agree. Apart from a Collections icon which is needed, what's wrong with plus signs or minus signs like everywhere else in Blender? (vertex groups, UV maps, whatever)
The way you phrased this is more of a support thing. Anyway you've probably enabled Manipulate Center Points next to the pivot point picker.
After checking in UE4 only these characters seem accepted in names: a-z, A-Z, 0-9, -, _, ´, ¨, §, ¤, +. I'm not sure if these are actually accepted or if it's another bug (maybe breaks in cooking) but at least can strip the non working characters. Checking for name collision between objects could also be done too although I think this would be pretty rare that you've got one object called Cube.001 and another called Cube_001 for example.
Mon, Feb 5
- Fix mistake in tspace argument.
My hack (don't tell mont) wasn't meant to be reliable really, just a quick fix to a strange problem.
Sun, Feb 4
- Remove whitespace.
- Change name to "Only...", add active vertex color layer to export.
By default it uses units as a measurement so in Blender default scale island_margin 0.0 means 0m and island_margin 1 means 1m. You mentioned UE4 so I'm assuming you're using a scene scale of 0.01 for skeletal mesh compatibility.
Sat, Feb 3
Added function that replaces enumerate(), by default mimics enumerate but when export_active_uvmap is true it returns the active uv layer index and active uv map instead. Keeps the code the same which looks nicer.
- Remove more whitespace.
- Remove whitespace.
Update. Hopefully nothing went wrong...
- Remove no longer used IntProperty import.
- Remove code duplication by adding uv_enumerate function that either
- Remove unneccesary comment.
Can't you just click Generate Data Layers to make sure all of the vertex groups are there?
Fri, Feb 2
It is a bit weird because there's a Check Existing flag in the operator with the description "Check and warn on overwriting files" but it doesn't actually do anything which seems like a bug. It's set to True by default but set to False it should disable the warning popup that is hard coded right now it seems like. Then when this is fixed similar props could be added to the Delete operator and any other operators that do this.
Wed, Jan 31
Not really related to the task itself but the spreadsheet is in the recycle bin so it will be removed if left there, you might want to move it out if you don't want it deleted.
Mon, Jan 29
Smooth Stroke does sound like something you do after a stroke, maybe it should have been called Stroke Smoothing (or Lazy Mouse as above).
Sun, Jan 28
Yes, it seems like the best approach is to fix all of the files (external libraries?) that actually give warnings with UTF-8 forced for everything. That process has started already too.
Sat, Jan 27
I did see that gaia in IRC mentioned a lot of warnings when compiling in vs2013 "<gaia> hi. when building with vs2013 i currently get about 1400 warnings all saying "cl : Command line warning D9002: ignoring unknown option '/utf-8'"", I have only built blender with 2015 myself. Is this a 2015 feature or should it work on 2013 too?
Fri, Jan 26
That being said if there's a better solution (like fixing the thing that causes the warnings in the first place) I have no problems with that, just ignore this patch. I just want Blender to build really.
Changed behavior to export the active (selected) UV map as per Campbell's suggestion.
You can just change the key for loop select if you want alt+left click view rotate. Since Blender shouldn't randomly change keys for you it's up to you to solve any conflicts.
Thu, Jan 25
Every vertex group having every vertex is because the cube is tiny and there are only 8 vertices. Plus all bones have Deform enabled, if you disable Deform no automatic weights will be applie for that bone. Also the bones are pointing up instead of out from the sides, the weights are using some kind of raycast so having them point a certain direction makes them more accurate. If you increase the subdivisions you should see that not all vertices end up weighted to all bones. Try it on a mesh like Suzanne instead and you will see that it works as intended.
Jan 20 2018
If it works fine in 2.8 it's definitely not high priority. An easy workaround is to just add vertex color layers to everything because this bug only affects meshes that don't have vertex color layers.
As a temporary workaround you can change line 127 and forward in import_fbx.py (see the path of the error) to this:
Jan 19 2018
If it's not a problem I would like to see these included:
rBfdd3d969a621 - fixes long standing bug that caused problems when confirming operations with enter when using a pen tablet and the pen is not touching the tablet input area.
rB235f578a0d21 - improvement to loop cut so you can type numbers using the keyboard and still move the loops around with the mouse.
Jan 18 2018
Looks like this for me:
Jan 17 2018
Jan 16 2018
- Restore whitespace before break statement.
- Temporary fix for UV map index range errors with multiple objects.
- Add space so it looks like the rest of the code.
- ... in all files.
- Put the new stuff on a new line so it's more obvious that it's new.
- Remove uneccessary newline.
- Fix for wrong version.
Jan 14 2018
Jan 11 2018
Jan 8 2018
Dec 31 2017
The only bug is that the operator says that it transfers from the active to selected meshes but it actually transfers from the selected mesh to the active mesh. Apart from that I could successfully transfer weights in 2.79 master (selecting the human mesh, selecting the clothes, going to weight paint mode, then Transfer Weights using source: by name and destination: all layers.
Dec 22 2017
I've seen this in Windows too with a custom key configuration. For example I can press . to search for "." in the search menu. But the actual . key when pressed in Blender is interpreted as semicolon and thus doesn't use the same key as in the search! Very confusing. Not sure how to explain this but there's a mismatch between the search field key and the actual key that you press when you're using custom (non-standard) keys.
Dec 21 2017
Also I noticed that I messed up the indentation of the break;, it should be on the same level as handled = true;. I would probably mess up the arc stuff though so just leaving it like this for now.
@Antonio Vazquez (antoniov) This sounds strange to me, if anything the commit should make things better if you're using a different system encoding. What are the invalid characters you found in the file and is the file encoded as UTF-8?
Dec 12 2017
I would really like to see this too. It's actually already possible with the knife modal if you add several Panning keys (which seem like they don't really pan but instead pass through to viewport manipulation operators). https://imgur.com/5Yf1XfD
Dec 7 2017
Dec 6 2017
Dec 5 2017
Thanks for the quick fix!
Dec 4 2017
Nov 26 2017
Nov 15 2017
Nov 14 2017
Thanks for the response. I was actually doing vertex colors using a script but I noticed I was using the "old" method of iterating on vertices, so I changed it to iterate on faces instead (resembling your code) and got more accurate results. :)
Nov 13 2017
Sep 13 2017
So what should you do when you don't notice that the mirroring has failed and snap to symmetry also fails?
Aug 5 2017
Jun 21 2017
Thanks for the fix.
Jun 20 2017
Note that this also happens when using linked mesh data. For example you create a sphere, add a subdivision modifier, create a bunch of (let's say 3) linked copies with Alt+D. Now when you import this into UE4 using the scene import you will end up with 3 meshes instead of one because the links were effectively broken during export.
Jun 7 2017
UE4 bug reports are here, you'll need an account to view them though I think:
I tested the new version. None of them gave the perfect result of normal looking mesh and normal looking animation. AllLocal and FBXCustomScale gave the result of a scaled mesh but tiny animation. The root bone has 100 scale in the skeleton but 1 scale in the animations. FBXAll and FBXUnitsScale gave the result of a tiny mesh and tiny animation. Basically what you would expect if you exported meters as centimeters, it seems like it wasn't scaled at all.
Jun 6 2017
Yeah, it may be a UE4 issue for sure. In that case a fix may be made on the UE4 side like before with the extra root bone thing, however this is still a Blender-UE4 specific issue.
Jun 2 2017
It doesn't make sense. The dimensions for the objects are the same in a scene with 1 scale or 0.01 scale, so why would the result be different?
May 30 2017
May 17 2017
I think it should fail (raise an error) if nothing was selected. If you expected something to be selected (which you probably do when running an operator called select_pattern) and nothing was selected it's an undesirable result.
Apr 24 2017
Apr 7 2017
I saw in the Blenderartist forums that someone had the same problem, the advice that was given was to "not use the operator", which seems like a bad workaround if you really want the same behavior. I really like the + button operator, it creates a new action with the same name+.001, selects it in the action editor automatically and even copies all of the keyframes from the previous animation. Basically great for when you're making for example looping variations. The only problem with it is that it doesn't work in scripts right now.
What? You created the action when inserting the keyframes...
Mar 20 2017
Jan 9 2017
Jun 2 2016
Scaling the constant detail value by 100 times works fine but it looks pretty strange with such values. I didn't know you could even do that until zeauro told me.
May 15 2016
I'm aware that UVs can be mirrored along the U axis which is nice and the reason why I created this bug report. It's probably possible to make a complete model while using the mirror modifier and I'm looking for ways to make this workflow better. And yes, UV islands would have to be manually edited after unwrapping to get a good mirrored result. That's not the point though. It would be better if the mirrored geometry was taken into account when unwrapping because it would give you a closer result to what you really want. It's not really another way to mirror.