- User Since
- Jul 26 2010, 5:29 PM (360 w, 6 d)
Wed, Jun 21
Thanks for the fix.
Tue, Jun 20
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.
Wed, Jun 7
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.
Tue, Jun 6
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.
Fri, Jun 2
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?
Tue, May 30
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.
May 14 2016
Mar 17 2016
I really like this, thanks! I just wish you could use it on shape keys as well.
Mar 16 2016
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 15 2016
Feb 25 2016
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.