- User Since
- Mar 2 2007, 1:55 AM (524 w, 6 d)
May 11 2016
Yes, but as soon as you move your parent cube, suzanne reappears where she belongs…
This affects rendering too, it's not only in the viewport (render before you move the parent)
So I guess it is a matter of refreshing the scene whenever a layer is toggled On/Off.
May 2 2016
Yes, confirmed on Win 2.77a official on Windows 10 / 64. I followed the exact steps and it crashed instantly.
May 1 2016
Apr 28 2016
Confirmed on 2.77a linux. It seems to work exactly like Philipp said.
I wonder what the solution is (I mean, to avoid using Vgroups).
I suppose each vertex has an ID (I guess it is the index used by the Build modifier for instance...)
Apr 27 2016
Apr 26 2016
Thanks a lot Sergey.
Apr 24 2016
That's an interesting one, thanks for reporting. It behaves the same here. I am gonna try what happens with an older version, but I guess it'll be the same . Curious to know if it is possible to have the main child object disappear from the GL preview while its duplicates show…
Maybe rather a Todo case ?
Apr 20 2016
I don't think it's a bug, but at most a design decision.
All the same, I think it's a fair assumption that in that context, 99,9% of the time you don't want to have your normals pointing the opposite way. In that sense, I feel that it would be more intuitive and user-friendly to have the normals pointing as you expect them.
Apr 19 2016
Can't reproduce with 2.77a same build on windows 10/64 wehere it works perfectly in both Object and Edit modes. Tried your file too.
Verified on 2.77a abf6f08 Win 10/64
Apr 18 2016
Note that "Hidden Wire" in the "shading" tab of the 3D viewport properties works a charm: the shadows disappear :-)
Seems to work just fine here, same build, with transparent film under cycles or alpha as transparent under BI. Can you share a problem file ?
Apr 17 2016
Confirmed it works that way. However, can that be considered a bug ? I don't think so. It is more of a feature request.
Apr 16 2016
Tried it as well, and it seems to me that "soften" behaves the same way.
Apr 15 2016
May 19 2014
I see what you mean, and you are right, it behaves the same here… If i understand it correctly.
May 17 2014
Sorry to stir this up Sergey (and nice to meet you BTW !), but I'd like to understand the reason for dismissing this rather faulty behaviour and leaving it be.
May 14 2014
Apr 20 2014
Yes kevindietrich, I wasn't sure as well, that's why i started my post this way.
Confirmed on today's WIN 64 Buildbot's build (regular)
Worked as expected with 2.70a
Apr 18 2014
Sorry to hear that. What do you mean by DM?
Apr 14 2014
I did a quick research before posting but I must have overlooked something.
Maybe you could provide me with a link to that TODO, so that i won't ring another false alarm for other bugs ?
Apr 4 2014
Yes, I guess it would be a step in the right direction, as the feedback the user would get would be in accordance to the steps he took regarding that empty
Fair enough Campbell, I probably didn't realise it had deep implications.
I never noticed anything with the dupligroup in fact…
Apr 3 2014
Of course, it's just text after all.
Yes, same problem with a new scene.
OK, OK, I see it now !
OK, OK, I see it now !
OK, OK, I see it now !
Apr 2 2014
Yes, "unsatisfying user experience" sums it up really, as it has very little importance and doesn't lead to crashes or malfunctions but can somehow unsettle the user.
But then why does it still show that i use the image whereas I actually use Plain axes ?
(see uploaded picture)
I have noticed that you replied just in the same time as i did. Have you seen the image Bastien ?
I am sorry Gnarly, but i can't reproduce.
In my case, I will always hit the ground if the the later is big enough… I see no problems so far.
Well, not being able to unlink to a datablock is maybe a missing feature, but it is the kind of things that make Blender look unpolished. One should be able to unlink that image, really.
Isn't that the very point of Gravity ? To make the view point react to gravity and fall through the scene ???
Mar 31 2014
Have you tried using your main camera as projector ?
AFAIK, these settings only have an influence when a camera is used as a projector.
Mar 29 2014
I can only recommend you to have a look at how the example file in the Wiki works.
I am no master of this modifier though, and i must admit that it is quite confusing, but I don't see any hint of a bug so far.
OK, I just added the missing .dll in blender folder from latest buildbot and it's OK.
Oh, sorry then.
In fact I am using official 2.70 as latest build !
I just wanted to make sure that 1. you saw it in the video and 2. to know if you thought i had to report it.
In my opinion this is no bug.
AFAIK I think it's you, but to your defense it is confusing as hell.
I can reproduce it here.
The mesh changes, but not the material, though the material of the obect is linked to the mesh-datablock. The cube should turn blue.
Yes, I can confrim that on my windows official build as well.
Interesting to note that the modifier behaves the same: if you use angle or weight (and weight set to 1 for the selected vertices) as a limit method you get the same behaviour.
Fantastic, psy-fi. Thanks a lot !
Mar 28 2014
A little update with that problem.
Mar 27 2014
Mar 26 2014
Thanks for checking !
Mar 25 2014
I could reproduce it on both 2.69 and 2.70 Win 7 64.
If you make the ngon less "twisted" (for example moving the 2 vertices just underneath a bit to the left on the x axis), you'll eventually be able to create the junction.
Mar 23 2014
I'd like to confirm that it bugs on my system as well.
I can reproduce exactly the same behaviour here.
Hi Lukas and Thomas.
Mar 22 2014
Mar 21 2014
Confirmed : I noticed the exact same behaviour. I don't think it is purposely so, because it only affects objects and groups particles, not hair.