Henrik Berglund (cyaoeu)
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User Since
Jul 26 2010, 5:29 PM (369 w, 2 d)

Recent Activity

Sat, Aug 5

Henrik Berglund (cyaoeu) created T52264: Smooth brush in sculpting mode breaks edit mode symmetry.
Sat, Aug 5, 12:09 AM · BF Blender

Jun 21 2017

Henrik Berglund (cyaoeu) added a comment to T51856: FBX: Apply Modifiers in the export settings causes mesh data block names to change for meshes with applied modifier.

Thanks for the fix.

Jun 21 2017, 1:29 PM · Import/Export, Addons

Jun 20 2017

Henrik Berglund (cyaoeu) added a comment to T51856: FBX: Apply Modifiers in the export settings causes mesh data block names to change for meshes with applied modifier.

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 20 2017, 8:47 PM · Import/Export, Addons
Henrik Berglund (cyaoeu) added a project to T51856: FBX: Apply Modifiers in the export settings causes mesh data block names to change for meshes with applied modifier: Import/Export.
Jun 20 2017, 7:39 PM · Import/Export, Addons
Henrik Berglund (cyaoeu) created T51856: FBX: Apply Modifiers in the export settings causes mesh data block names to change for meshes with applied modifier.
Jun 20 2017, 7:36 PM · Import/Export, Addons

Jun 7 2017

Henrik Berglund (cyaoeu) added a comment to T51704: FBX: exported mesh/animation does not work properly in UE4 when exported using 1 metric unit scene scale.

UE4 bug reports are here, you'll need an account to view them though I think:

Jun 7 2017, 4:36 PM · Import/Export, Addons
Henrik Berglund (cyaoeu) added a comment to T51704: FBX: exported mesh/animation does not work properly in UE4 when exported using 1 metric unit scene scale.

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 7 2017, 1:48 PM · Import/Export, Addons

Jun 6 2017

Henrik Berglund (cyaoeu) added a comment to T51704: FBX: exported mesh/animation does not work properly in UE4 when exported using 1 metric unit scene scale.

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 6 2017, 4:18 PM · Import/Export, Addons

Jun 2 2017

Henrik Berglund (cyaoeu) edited the description of T51704: FBX: exported mesh/animation does not work properly in UE4 when exported using 1 metric unit scene scale.
Jun 2 2017, 5:01 PM · Import/Export, Addons
Henrik Berglund (cyaoeu) edited the description of T51704: FBX: exported mesh/animation does not work properly in UE4 when exported using 1 metric unit scene scale.
Jun 2 2017, 4:59 PM · Import/Export, Addons
Henrik Berglund (cyaoeu) created T51704: FBX: exported mesh/animation does not work properly in UE4 when exported using 1 metric unit scene scale.
Jun 2 2017, 4:58 PM · Import/Export, Addons
Henrik Berglund (cyaoeu) added a comment to T51666: Result from using curve taper/bevel objects not scaled properly when used in scene with 0.01 metric scene scale.

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?

Jun 2 2017, 12:30 PM · BF Blender

May 30 2017

Henrik Berglund (cyaoeu) created T51666: Result from using curve taper/bevel objects not scaled properly when used in scene with 0.01 metric scene scale.
May 30 2017, 4:00 PM · BF Blender

May 17 2017

Henrik Berglund (cyaoeu) added a comment to T51310: bpy.ops.select_pattern() returns {FINISHED} even if object wasn't successfully selected.

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.

May 17 2017, 5:55 PM · BF Blender

Apr 24 2017

Henrik Berglund (cyaoeu) created T51310: bpy.ops.select_pattern() returns {FINISHED} even if object wasn't successfully selected.
Apr 24 2017, 5:19 PM · BF Blender
Henrik Berglund (cyaoeu) edited the description of T51011: bpy.ops.action.new() does nothing when invoked from script.
Apr 24 2017, 5:12 PM · BF Blender

Apr 7 2017

Henrik Berglund (cyaoeu) added a comment to T51011: bpy.ops.action.new() does nothing when invoked from script.

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.

Apr 7 2017, 3:00 AM · BF Blender
Henrik Berglund (cyaoeu) added a comment to T51011: bpy.ops.action.new() does nothing when invoked from script.

What? You created the action when inserting the keyframes...

Apr 7 2017, 2:22 AM · BF Blender

Mar 20 2017

Henrik Berglund (cyaoeu) created T51011: bpy.ops.action.new() does nothing when invoked from script.
Mar 20 2017, 5:52 PM · BF Blender

Jan 9 2017

Henrik Berglund (cyaoeu) created T50404: Context lost when purging orphan data in script.
Jan 9 2017, 6:09 PM · BF Blender

Jun 2 2016

Henrik Berglund (cyaoeu) added a comment to T47795: Dyntopo sculpting with constant detail and 0.01 metric scene unit scale creates a lot more detail than it should.

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.

Jun 2 2016, 11:43 AM · BF Blender

May 15 2016

Henrik Berglund (cyaoeu) added a comment to T48428: Unwrapping doesn't take into account mirror modifier geometry.

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.

May 15 2016, 2:00 PM · BF Blender

May 14 2016

Henrik Berglund (cyaoeu) created T48428: Unwrapping doesn't take into account mirror modifier geometry.
May 14 2016, 1:01 PM · BF Blender

Mar 17 2016

Henrik Berglund (cyaoeu) added a comment to F18254: mesh_remirror.py.

I really like this, thanks! I just wish you could use it on shape keys as well.

Mar 17 2016, 3:07 AM

Mar 16 2016

Henrik Berglund (cyaoeu) added a comment to T47795: Dyntopo sculpting with constant detail and 0.01 metric scene unit scale creates a lot more detail than it should.

It is 30%. There's a huge difference between the default and sculpting on the huge 0.01 unit size cube. Did you use the blend and follow the steps correctly?

Mar 16 2016, 12:31 PM · BF Blender

Mar 15 2016

Henrik Berglund (cyaoeu) created T47795: Dyntopo sculpting with constant detail and 0.01 metric scene unit scale creates a lot more detail than it should.
Mar 15 2016, 12:27 AM · BF Blender

Feb 25 2016

Henrik Berglund (cyaoeu) added a comment to T47550: Deleting keyframes in the dope sheet unlinks the action without clicking the unlink (x) button.

Okay, that makes sense I guess. Why is the + sign called "new action" then though, when it's really duplicating the action? Especially when you don't really need to click it normally but can just start animating instead and an action will get created for you. It makes sense for the big button but not really for the smaller button.

Feb 25 2016, 2:42 PM · Animation, BF Blender

Feb 24 2016

Henrik Berglund (cyaoeu) created T47550: Deleting keyframes in the dope sheet unlinks the action without clicking the unlink (x) button.
Feb 24 2016, 3:07 PM · Animation, BF Blender

Feb 17 2016

Henrik Berglund (cyaoeu) added a comment to T47400: FBX test suite .

Testing with latest nightly Blender build and UE4 4.11 Preview 5.

Feb 17 2016, 5:45 PM · Import/Export, Addons