Henrik Berglund (cyaoeu)
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Jul 26 2010, 5:29 PM (395 w, 1 d)

Recent Activity

Yesterday

Henrik Berglund (cyaoeu) abandoned D3022: Fix warning spam when building and still allow for Japanese locale to successfully build..
Mon, Feb 19, 1:01 PM
Henrik Berglund (cyaoeu) abandoned D3068: FBX exporter: Fix not exporting shapekeys with object linked material..

Thanks for the commit.

Mon, Feb 19, 1:00 PM

Sun, Feb 18

Henrik Berglund (cyaoeu) retitled D3068: FBX exporter: Fix not exporting shapekeys with object linked material. from FBX exporter: Fixed not exporting shapekeys with object linked material. to FBX exporter: Fix not exporting shapekeys with object linked material..
Sun, Feb 18, 6:47 PM
Henrik Berglund (cyaoeu) updated the diff for D3068: FBX exporter: Fix not exporting shapekeys with object linked material..
  • Fix whitespace.
Sun, Feb 18, 4:38 PM
Henrik Berglund (cyaoeu) updated the diff for D3068: FBX exporter: Fix not exporting shapekeys with object linked material..
  • Less ugly version.
Sun, Feb 18, 4:36 PM
Henrik Berglund (cyaoeu) created D3068: FBX exporter: Fix not exporting shapekeys with object linked material..
Sun, Feb 18, 4:29 PM

Thu, Feb 15

Henrik Berglund (cyaoeu) added a comment to T54082: Subsurf modifier is affecting the way in which the brush paints weights..

Definitely looks like something weird is up. I also noticed that it seems to work with Accumulate enabled.

Thu, Feb 15, 9:51 PM · BF Blender

Wed, Feb 14

Henrik Berglund (cyaoeu) added a comment to T54075: Align Objects fails with IndexError: bpy_prop_collection[-1]: out of range..

Ok. I see what's happening now. I also learned how to use the text editor today. 👍

As I said, I'm very new to blender and I just saw "python exception" and my python instincts said I should open a bug report. If this sort of exception is considered trivial or low priority please feel free to close this task. I'll be more careful what I select in the future.

Wed, Feb 14, 11:39 PM · BF Blender
Henrik Berglund (cyaoeu) added a comment to T54075: Align Objects fails with IndexError: bpy_prop_collection[-1]: out of range..

Hi Henrik, thanks for the very fast response.

Did you mean to

I'm generally not quite sure what I meant to do cause I'm a noob. Please bear with me!

In this case I meant to select only the cubes with mesh data Cube.001.
I guess it makes sense that you can't align an empty object with no vertices.
Looking at the Outliner I still can't spot what is selected aside from the cubes. :S

Wed, Feb 14, 11:06 PM · BF Blender
Henrik Berglund (cyaoeu) added a comment to T54075: Align Objects fails with IndexError: bpy_prop_collection[-1]: out of range..

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?

Wed, Feb 14, 10:46 PM · BF Blender
Henrik Berglund (cyaoeu) added a comment to T54074: Armature flip names.

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).

Wed, Feb 14, 8:36 PM · BF Blender

Thu, Feb 8

Henrik Berglund (cyaoeu) added a comment to T54033: Bmesh fails to cut a mesh when the bool object is a plane..

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.

Thu, Feb 8, 10:51 PM · BF Blender

Wed, Feb 7

Henrik Berglund (cyaoeu) added a comment to T53857: Incorrect Framerate for videos imported from OBS (2.79+).

Maybe some matroska (.mkv) weirdness? https://matroska.org/technical/specs/notes.html

Wed, Feb 7, 9:28 PM · Video Sequencer, BF Blender
Henrik Berglund (cyaoeu) added a comment to T53857: Incorrect Framerate for videos imported from OBS (2.79+).

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.

Wed, Feb 7, 9:01 PM · Video Sequencer, BF Blender

Tue, Feb 6

Henrik Berglund (cyaoeu) added a comment to T53965: FBX BIN export - "dot" vs "dash" for UE4 .

I reported the bug for now, it should be very clear what's wrong. I will update with their response later (if any).

Tue, Feb 6, 9:00 PM · BF Blender
Henrik Berglund (cyaoeu) added a comment to T53965: FBX BIN export - "dot" vs "dash" for UE4 .

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:

Tue, Feb 6, 3:24 PM · BF Blender
Henrik Berglund (cyaoeu) added a comment to T53965: FBX BIN export - "dot" vs "dash" for UE4 .

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.

Tue, Feb 6, 1:18 PM · BF Blender
Henrik Berglund (cyaoeu) added a comment to T53844: Blender 2.8: Collections Icons.

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)

Tue, Feb 6, 12:26 AM · User Interface
Henrik Berglund (cyaoeu) added a comment to T54007: Scale, rotation.

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.

Tue, Feb 6, 12:12 AM · Addons
Henrik Berglund (cyaoeu) added a comment to T53965: FBX BIN export - "dot" vs "dash" for UE4 .

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.

Tue, Feb 6, 12:05 AM · BF Blender

Mon, Feb 5

Henrik Berglund (cyaoeu) updated the diff for D3000: FBX Exporter: New feature "Export active UV map" to export the active (selected) UV map instead of exporting all UV maps..
  • Fix mistake in tspace argument.
Mon, Feb 5, 3:42 PM
Henrik Berglund (cyaoeu) added a comment to T53965: FBX BIN export - "dot" vs "dash" for UE4 .

My hack (don't tell mont) wasn't meant to be reliable really, just a quick fix to a strange problem.

Mon, Feb 5, 12:35 PM · BF Blender
Henrik Berglund (cyaoeu) added a comment to T53997: [bug] island_margin in bpy.ops.uv.smart_project seems to have no effect.

This was caused by fix for T53678.

Not sure this should be considered a bug though.

Since the value is in distance units - applying those using the scenes settings makes sense.

However, the value being modified when called from a script isn't great - perhaps we should only apply scene scaling from the UI, not Python execution. Needs investigation.

Note that the issue was minor, if it's causing problems it might be best to revert it.

Mon, Feb 5, 12:11 PM · BF Blender

Sun, Feb 4

Henrik Berglund (cyaoeu) updated the diff for D3000: FBX Exporter: New feature "Export active UV map" to export the active (selected) UV map instead of exporting all UV maps..
  • Remove whitespace.
Sun, Feb 4, 8:06 PM
Henrik Berglund (cyaoeu) updated the diff for D3000: FBX Exporter: New feature "Export active UV map" to export the active (selected) UV map instead of exporting all UV maps..
  • Change name to "Only...", add active vertex color layer to export.
Sun, Feb 4, 8:02 PM
Henrik Berglund (cyaoeu) added a comment to T53997: [bug] island_margin in bpy.ops.uv.smart_project seems to have no effect.

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.

Sun, Feb 4, 5:53 PM · BF Blender
Henrik Berglund (cyaoeu) added a comment to D3000: FBX Exporter: New feature "Export active UV map" to export the active (selected) UV map instead of exporting all UV maps..

With some edits, patch seems OK,

Even so its a bit arbitrary - why not another option only to export active vertex color layers too?
(We could have a single option to use active UV's and Colors).


@Bastien Montagne (mont29), what do you think?

Sun, Feb 4, 1:57 AM

Sat, Feb 3

Henrik Berglund (cyaoeu) added a comment to D3000: FBX Exporter: New feature "Export active UV map" to export the active (selected) UV map instead of exporting all UV maps..

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.

Sat, Feb 3, 3:05 AM
Henrik Berglund (cyaoeu) updated the diff for D3000: FBX Exporter: New feature "Export active UV map" to export the active (selected) UV map instead of exporting all UV maps..
  • Remove more whitespace.
Sat, Feb 3, 3:02 AM
Henrik Berglund (cyaoeu) updated the diff for D3000: FBX Exporter: New feature "Export active UV map" to export the active (selected) UV map instead of exporting all UV maps..
  • Remove whitespace.
Sat, Feb 3, 3:00 AM
Henrik Berglund (cyaoeu) updated the diff for D3000: FBX Exporter: New feature "Export active UV map" to export the active (selected) UV map instead of exporting all UV maps..

Update. Hopefully nothing went wrong...

  • Remove no longer used IntProperty import.
  • Remove code duplication by adding uv_enumerate function that either
  • Remove unneccesary comment.
Sat, Feb 3, 2:56 AM
Henrik Berglund (cyaoeu) added a comment to T53988: (improvement) Can't 'data transfer' vertex groups if source object has extra vert group.

Can't you just click Generate Data Layers to make sure all of the vertex groups are there?

Sat, Feb 3, 12:38 AM · Modifiers

Fri, Feb 2

Henrik Berglund (cyaoeu) added a comment to T37422: Remove Unnecessary Confirmation Popups.

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.

Fri, Feb 2, 10:02 PM · User Interface

Wed, Jan 31

Henrik Berglund (cyaoeu) added a comment to T53956: 2.8: Proposal: Remove OpenCollada.

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.

Wed, Jan 31, 2:50 AM · BF Blender: 2.8

Mon, Jan 29

Henrik Berglund (cyaoeu) added a comment to rBe44fa493107d: New Lazy Mouse option.

Smooth Stroke does sound like something you do after a stroke, maybe it should have been called Stroke Smoothing (or Lazy Mouse as above).

Mon, Jan 29, 1:32 PM

Sun, Jan 28

Henrik Berglund (cyaoeu) added a comment to D3022: Fix warning spam when building and still allow for Japanese locale to successfully build..

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.

Sun, Jan 28, 12:53 AM

Sat, Jan 27

Henrik Berglund (cyaoeu) added a comment to D3022: Fix warning spam when building and still allow for Japanese locale to successfully build..

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?

Sat, Jan 27, 4:08 PM

Fri, Jan 26

Henrik Berglund (cyaoeu) added a comment to D3022: Fix warning spam when building and still allow for Japanese locale to successfully build..

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.

Fri, Jan 26, 7:46 PM
Henrik Berglund (cyaoeu) added a comment to D3022: Fix warning spam when building and still allow for Japanese locale to successfully build..

I wasn't done looking into this, There may be better options (like repressing the warn it now generates) or encoding the the offending non ascii characters like \0xE2\0x86\0x90 (for left arrow for instance) i send you this patch for testing, just to be sure it worked, not as a final solution.

On top of that you really cannot send other peoples work to the tracker for review, regardless if it works or not, this is not your call to make.

Fri, Jan 26, 7:41 PM
Henrik Berglund (cyaoeu) retitled D3000: FBX Exporter: New feature "Export active UV map" to export the active (selected) UV map instead of exporting all UV maps. from FBX Exporter: New feature "Specify single exported UV map" to specify a single UV map index that will be exported instead of exporting all UV maps. to FBX Exporter: New feature "Export active UV map" to export the active (selected) UV map instead of exporting all UV maps..
Fri, Jan 26, 7:20 PM
Henrik Berglund (cyaoeu) updated the diff for D3000: FBX Exporter: New feature "Export active UV map" to export the active (selected) UV map instead of exporting all UV maps..

Changed behavior to export the active (selected) UV map as per Campbell's suggestion.

Fri, Jan 26, 7:13 PM
Henrik Berglund (cyaoeu) added reviewers for D3022: Fix warning spam when building and still allow for Japanese locale to successfully build.: Campbell Barton (campbellbarton), LazyDodo (LazyDodo).
Fri, Jan 26, 1:41 PM
Henrik Berglund (cyaoeu) created D3022: Fix warning spam when building and still allow for Japanese locale to successfully build..
Fri, Jan 26, 1:37 PM
Henrik Berglund (cyaoeu) added a comment to T47919: (Shift) Alt + Click functionality lost when emulating 3rd button.

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.

Fri, Jan 26, 1:23 PM · BF Blender

Thu, Jan 25

Henrik Berglund (cyaoeu) added a comment to T53892: Vertex groups selection in Edit mode is not working as expected.

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.

Thu, Jan 25, 3:27 PM · BF Blender

Jan 20 2018

Henrik Berglund (cyaoeu) added a comment to T53733: Vertex color incorrectly displays in material view for meshes that share a material and do not have a vertex color layer after entering and leaving edit mode.

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.

Jan 20 2018, 5:45 PM · BF Blender
Henrik Berglund (cyaoeu) added a comment to T53841: Can not import .obj or .fbx generated from Marvelous Designer.

As a temporary workaround you can change line 127 and forward in import_fbx.py (see the path of the error) to this:

Jan 20 2018, 1:24 AM · Import/Export, Addons

Jan 19 2018

Henrik Berglund (cyaoeu) added a comment to T53683: 2.79a release.

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 19 2018, 4:31 PM · BF Blender

Jan 18 2018

Henrik Berglund (cyaoeu) added a comment to T53825: I would love to follow Blender, but....

Looks like this for me:

Jan 18 2018, 2:42 PM · Infrastructure: Websites, Infrastructure: Blender.Org

Jan 17 2018

Henrik Berglund (cyaoeu) added a comment to D3000: FBX Exporter: New feature "Export active UV map" to export the active (selected) UV map instead of exporting all UV maps..

Using an index won't work well for multiple objects.
Why not have an option to export only the active map index? - mesh.uv_layers.active_index

Oh yeah, didn't really think of that. Technically it would work as long as they had the same amount of UV maps per object. But yeah it probably shouldn't stop working if you've got objects that don't have the UV map with a certain index.

That being said with this method you would no longer be able to specify the UV map you want to export within the FBX exporter menu directly and this means you would need to change the UV map yourself for all objects. Without scripting this is kind of annoying because you cannot alt+click a UV map in order to make that the active index for all objects. It is possible when clicking the camera icon (active render) so I'm wondering if this is by design or a bug that you can't do it when alt+clicking the UV map name instead? If alt+clicking a map changed the active index for all objects I would have no problem with your suggestion.

Think using the index like this isn't a good workflow since it assumes all your meshes UV layers are aligned.

Did you report this problem to Substance Painter? Maybe it's best they resolve on their end.

If a single UV is being exported I think it's quite reasonable to export the active / render UV layer.
If we need a way to set this on all meshes at once, then it can be added.

How to other programs that support multiple UV's handle this?

Jan 17 2018, 12:50 AM

Jan 16 2018

Henrik Berglund (cyaoeu) updated the diff for D2973: Allow loop cut placement with mouse after numeric input so it behaves like mouse wheel scroll instead of locking the loop cut placement..
  • Restore whitespace before break statement.
Jan 16 2018, 7:39 PM
Henrik Berglund (cyaoeu) updated the diff for D3000: FBX Exporter: New feature "Export active UV map" to export the active (selected) UV map instead of exporting all UV maps..
  • Temporary fix for UV map index range errors with multiple objects.
Jan 16 2018, 1:35 PM
Henrik Berglund (cyaoeu) added a comment to D3000: FBX Exporter: New feature "Export active UV map" to export the active (selected) UV map instead of exporting all UV maps..

Using an index won't work well for multiple objects.
Why not have an option to export only the active map index? - mesh.uv_layers.active_index

Jan 16 2018, 12:49 PM
Henrik Berglund (cyaoeu) updated the diff for D3000: FBX Exporter: New feature "Export active UV map" to export the active (selected) UV map instead of exporting all UV maps..
  • Add space so it looks like the rest of the code.
Jan 16 2018, 12:32 AM
Henrik Berglund (cyaoeu) updated the diff for D3000: FBX Exporter: New feature "Export active UV map" to export the active (selected) UV map instead of exporting all UV maps..
  • ... in all files.
Jan 16 2018, 12:30 AM
Henrik Berglund (cyaoeu) updated the diff for D3000: FBX Exporter: New feature "Export active UV map" to export the active (selected) UV map instead of exporting all UV maps..
  • Put the new stuff on a new line so it's more obvious that it's new.
Jan 16 2018, 12:28 AM
Henrik Berglund (cyaoeu) updated the summary of D3000: FBX Exporter: New feature "Export active UV map" to export the active (selected) UV map instead of exporting all UV maps..
Jan 16 2018, 12:25 AM
Henrik Berglund (cyaoeu) updated the diff for D3000: FBX Exporter: New feature "Export active UV map" to export the active (selected) UV map instead of exporting all UV maps..
  • Remove uneccessary newline.
Jan 16 2018, 12:08 AM
Henrik Berglund (cyaoeu) updated the diff for D3000: FBX Exporter: New feature "Export active UV map" to export the active (selected) UV map instead of exporting all UV maps..
  • Fix for wrong version.
Jan 16 2018, 12:01 AM

Jan 14 2018

Henrik Berglund (cyaoeu) created D3000: FBX Exporter: New feature "Export active UV map" to export the active (selected) UV map instead of exporting all UV maps..
Jan 14 2018, 11:39 PM

Jan 11 2018

Henrik Berglund (cyaoeu) added a comment to D2973: Allow loop cut placement with mouse after numeric input so it behaves like mouse wheel scroll instead of locking the loop cut placement..

The patch in itself is not an issue, but… I’d imagine this restriction was put in code for a reason. Adding @Campbell Barton (campbellbarton) here, he might have better insight ;) .

Jan 11 2018, 10:20 PM

Jan 8 2018

Henrik Berglund (cyaoeu) created T53733: Vertex color incorrectly displays in material view for meshes that share a material and do not have a vertex color layer after entering and leaving edit mode.
Jan 8 2018, 8:01 PM · BF Blender

Dec 31 2017

Henrik Berglund (cyaoeu) added a comment to T47093: Transfer Weights in Weight Paint mode does not work.

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 31 2017, 6:18 PM · BF Blender

Dec 22 2017

Henrik Berglund (cyaoeu) added a comment to T53596: Keyboard Language Mapping on [User Preference > Input > search term].

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 22 2017, 8:40 PM · Platform: Windows, BF Blender

Dec 21 2017

Henrik Berglund (cyaoeu) added a comment to D2973: Allow loop cut placement with mouse after numeric input so it behaves like mouse wheel scroll instead of locking the loop cut placement..

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.

Dec 21 2017, 9:40 PM
Henrik Berglund (cyaoeu) added a comment to rBc56898511863: MSVC: Fix compiling with some system languages.

@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 21 2017, 6:31 PM
Henrik Berglund (cyaoeu) added a comment to D2973: Allow loop cut placement with mouse after numeric input so it behaves like mouse wheel scroll instead of locking the loop cut placement..

Before patch:

Dec 21 2017, 4:31 PM
Henrik Berglund (cyaoeu) created D2973: Allow loop cut placement with mouse after numeric input so it behaves like mouse wheel scroll instead of locking the loop cut placement..
Dec 21 2017, 4:03 PM

Dec 12 2017

Henrik Berglund (cyaoeu) added a comment to T37427: Allow View Navigation within Modal Operators.

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 12 2017, 3:38 PM · BF Blender, User Interface

Dec 7 2017

Henrik Berglund (cyaoeu) created T53503: UV editor Draw Other Objects stops working when not viewing cycles material texture in UV editor (shared material).
Dec 7 2017, 6:15 PM · BF Blender

Dec 6 2017

Henrik Berglund (cyaoeu) created T53491: Continuous Grab with pen tablet produces strange results when pen is lifted off tablet (using enter to start operation instead of clicking with tablet pen) and then moved outside of the view area.
Dec 6 2017, 7:43 PM · BF Blender

Dec 5 2017

Henrik Berglund (cyaoeu) added a comment to T53469: Loop Cut and Slide broken - purple lines do not show up (daily build).

Thanks for the quick fix!

Dec 5 2017, 2:45 PM · BF Blender

Dec 4 2017

Henrik Berglund (cyaoeu) created T53469: Loop Cut and Slide broken - purple lines do not show up (daily build).
Dec 4 2017, 11:20 PM · BF Blender

Nov 26 2017

Henrik Berglund (cyaoeu) created T53398: Surface deform modifier says that convex polygons are concave in 0.01 unit scale scene.
Nov 26 2017, 8:05 PM · BF Blender

Nov 15 2017

Henrik Berglund (cyaoeu) created T53323: Save User Settings does not save theme edits to the theme itself, only the theme colors applied in the scene.
Nov 15 2017, 12:22 AM · User Interface, BF Blender

Nov 14 2017

Henrik Berglund (cyaoeu) added a comment to T53316: Vertex color is interpolated in the 3dview so you end up with a gradient from the colors instead of just flat colors.

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 14 2017, 1:46 PM · BF Blender

Nov 13 2017

Henrik Berglund (cyaoeu) created T53316: Vertex color is interpolated in the 3dview so you end up with a gradient from the colors instead of just flat colors.
Nov 13 2017, 9:21 PM · BF Blender

Sep 13 2017

Henrik Berglund (cyaoeu) added a comment to T52264: Smooth brush in sculpting mode breaks edit mode symmetry.

So what should you do when you don't notice that the mirroring has failed and snap to symmetry also fails?

Sep 13 2017, 6:25 PM · BF Blender

Aug 5 2017

Henrik Berglund (cyaoeu) created T52264: Smooth brush in sculpting mode breaks edit mode symmetry.
Aug 5 2017, 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) updated the task description for 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) updated the task description for 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) updated the task description for 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