- User Since
- Feb 13 2019, 8:19 PM (53 w, 3 d)
Thu, Feb 20
Had the same problem appearing a few weeks ago out of the blue.
Wed, Feb 19
Jan 18 2020
Jan 15 2020
Had to load factory defaults because some addons were clashing and it solved this issue for me. Yay.
Just tried loading factory defaults on my windows workstation and it solved the issue. Probably an addon clashing with the corrective shape keys addon, not sure.
Jan 14 2020
No, that's all I'm doing in a fresh scene. I haven't tried a factory reset since I didn't get this problem on identical setups in mac and linux, but I'll try one tonight when I get home for that windows setup to be on the safe side.
Jan 10 2020
Not sure if it helps, but I did a couple tests and it seems to crash consistently if I use fast mouse movements after selecting the tool - if I move the mouse slow it doesn't crash Blender unless I click on the mesh using the tool.
Jan 9 2020
Same thing here, crashing on windows 10 by just clicking the pose brush tool in every case. i9, 2080, 64gb ram.
Dec 17 2019
Dec 16 2019
It's importing fine for me, both on 2.81a and the latest 2.82 build as of today. Are you using the standard obj importer?
Same problem here, loading 100 UDIMs or more crashes instantly when in eevee or cycles gpu viewport.
Dec 14 2019
Dec 13 2019
Is this project going to be something similar to shot sculpting? Like mush3d, chronosculpt and the likes? If so, that is usually in the modeling departments realms at most studios.
Dec 12 2019
Dec 6 2019
Good to know :) I can't remember when I had the need to use custom normals or normals at all, working in feature VFX for quite some time now.
Dec 5 2019
Yes, you're right, in this case the difference is not that big. I'm working with 4D captures a lot lately, can't upload a project file due to NDA but I made another test closer to my every day scenarios - the same cube subdivided only 7 times to 98kpolys/196k tris, resulting in a 566mb alembic file, exported from 2.80 is giving me 24 frames flat on 2.80 (I guess it's capped), and 9 frames on 2.82.
Nov 21 2019
Oct 31 2019
Sep 29 2019
Sep 4 2019
probably a duplicate of this one - https://developer.blender.org/T68856
Aug 26 2019
Aug 20 2019
Aug 19 2019
Aug 14 2019
working fine on my end, no crash either - 2.81 38ff5064b33c, macOS mojave 10.14.5, 3.3ghz i7, 8gb, intel iris 550
Jul 10 2019
Just to save the devs the time of having to go to google translate -
Jun 26 2019
You're right, after checking the error message more carefully it seems it was an issue with the hardops add-on - sorry about that. It got me confused because I used it often in 2.79 and I wasn't realizing it's not the built in way of doing this.
I set the search function to the space bar, typed in unlink just like in 2.79 (worked with the U hotkey in 2.79,I'm guessing that stood for unlink).
Jun 25 2019
Jun 17 2019
I don't know how the tool currently works, but the one's I saw before would take the last vertID, convert it to en edge selection, select the loop, every 2nd ring, repeat, delete the edges. Just guessing here but if in Blender checker deselect is involved, that'd have some problems with 3-5 pole verts (this might be a different issue though) -
Jun 12 2019
Jun 2 2019
Yes, it's not pretty, but probably expected to some extent.
noticed the same thing recently, seems to depend on the number of cuts added - left is with just a few cuts, elongated polys, right is with enough cuts to give a fairly uniform quad mesh:
adding the line "usemtl defaultMat" seems to fix it, I guess it's related to something with the zbrush tex export option. why it's working fine with keep vert IDs is beyond me.
Jun 1 2019
seems to happen with obj's exported from zbrush. the ticket might be as duplicate of T65326.
fails to import in macOS mojave 10.14.5 in 9bae9b634ec6
May 28 2019
here's a quick gif showing the problem -
May 25 2019
May 24 2019
Tried the same build on windows 7 with an nvidia 1080, on windows 10 with an rtx 2080, on a windows 10 laptop with intel hd4600/nvidia 880 and on kubuntu 16 with a 1070 - all working fine. Might be an OSX thing?
May 19 2019
seemed to be working fine with the build from 15.05.2019 - 8a6414ed46f6.
May 18 2019
I'm having the same problem using an Intel Iris 550 on a macbook pro (mojave 10.14.4) Worth noting that the seemingly random selection is consistent when not changing the view so it might have something to do with how the backfacing verts are excluded from selection (how that is gpu related is beyond me, I'm not a coder).
Apr 16 2019
Apr 3 2019
Mar 19 2019
Thanks for clarifying. It'd be handy to have the option to consciously re-organize scenes with hidden objects especially when doing previz with heavy scenes with lot's of scan data.
tried with the latest as of today (d47f827019f2) and it's still an issue.
Mar 18 2019
I still can't move hidden objects from one collection to the other. Tried on kubuntu 16.04 with Today's build (9099305771ec)