- User Since
- Mar 3 2013, 9:04 AM (450 w, 5 d)
Sun, Oct 17
Sep 22 2021
I get a seg fault 11 on these hard crashes, thread 0. Here's the first part of the crash report. I'd love to know how people are managing to bake, maybe a mac thing. I'll try to put together a stripped down .blend and submit a bug report
Sep 20 2021
I'm trying to bake cloth/disk cache on an overridden character, but sadly just get a hard crash when I hit bake. Shouldn't be a computer performance issue as I can still bake using the old 'pin the object panel' method that I've been using for years with proxy characters.
Oct 11 2020
Jun 14 2020
Would it be reasonably straightforward to just make the tabs MMB scrollable for now? All the workspace, properties tabs etc. have this behaviour when their panels are too small, why not these tabs? It would be a big improvement while we look for the longer term solution.
Jun 8 2020
Thanks for all the action, sorry I missed the updates.. didn't realise it got reopened!
May 14 2020
Ok thanks, looking forward to their thoughts on this.
Should I create a new report for rigid bodies operations creating Collections that aren't linked to the scene?
May 13 2020
As I Just mentioned in my merged report immediately above T76705, this seems to cause issues for rigid body workflow. The auto created 'Groups' which are effectively collections (RigidBodyWorld and RigidBodyConstraints) don't make it to the current scene by default, and I've ended up with all sorts of weirdness as a result. To me it seems that the groups should just be new collections within the current scene.
Mar 12 2020
I'm just curious whether this might be applicable to smoke as well. I have an unusual case where I'm cutting shapes through smoke and getting stair stepping at the collider boundaries I think (related to the voxel size I guess). Would love it if there were a way to smooth this.
Mar 7 2020
I wasn't really sure what to do, when the problem relates mostly to animation rendering results. For me first frame (101) usually renders fine, then second and (sometimes) subsequent frames break. For me The problem exists after 2 frames, So rendering just f101 and f102, is all that's needed for me. But I understand it's hard if it can't be reproduced, especially an intermittent issue.
Mar 6 2020
Feb 22 2020
Glad to see this, explains why I haven't had any luck with that feature yet.
Feb 9 2020
Feb 1 2020
Ive hit a situation where the save image browser defaults to the size of the rendered image render window being saved, but this is really inconvenient in the case of portrait aspect renders. Each time I need to stretch the file browser or close settings etc. to read the filenames. Perhaps that's not the best choice for sizing the browser.
Dec 31 2019
Yep me too. This is causing me a big problem at render time. 20-40s multilayer renders in command line, 2 or 3 seconds viewport, but shadows not rendering nicely from there, despite displaying perfectly fine in the viewport. Help!
Dec 10 2019
Well I've just had this issue, and discovered the work around via this too. I guess it could be a bug for the addon, as it is very counterintuitive to think that a single vert has entered face-select mode automatically, when really mostly you would create a vert with the intention of extruding it.
Nov 1 2019
I've had this issue and similar drawing issues for a while too
Oct 8 2019
It's still happening, intermittent, but still there. Quite a few issues happening quite randomly, objects disappearing, not selectable or not editable. I'll try to fit more testing in soon.
Just tested in the new daily build, and it looks like it's ok now. Will update here later if the problem resurfaces. Thanks!
I just tried with a new file, just deleting the cube and adding a Suzanne, and had similar behaviour after deselecting, selecting and entering edit mode. Object selection seems to work but only selecting right next to the origin, not on the object itself, which isn't the case in 2.80. And edit mode behaviour--lack of any geometry overlay is the same. So, no metaballs needed ;)
Oct 7 2019
Aug 12 2019
Glad to find this report, Having this issue on Mac OS 2.80, and also keen for a fix. Keep up the fine work!
Apr 9 2019
Nice Idea Sidney. And in case it hasn't occurred to anyone, I've resorted to adding a mask modifier to relevant objects and keyframing/driving that, in the meantime.
Mar 13 2019
Likewise just tried object visibility keyframing in latest build as of today (Mac) and still no option to keyframe or add drivers to object viewport visibility (eye icon in outliner). This is quite a crucial feature for me to start migrating my main project to 2.80
Feb 11 2019
Sep 28 2018
Whoah! I just had this issue under 2.79 Mac and with Multires sculpt. Sculpted obj 1, Sculpted obj2, edit object 3, make mistake, hit undo, Object one sculpt lost completely.
Sep 10 2018
Just a small bugfix needed for the bird rigify. There is a double deformation problem in the foot after generating—looks like the DEF-toe.R and .L are set to deform and this causes the visible problem with the middle toe. Unchecking this fixes the problem, but I don't think this bone is even needed, since the toe controller already moves the regular toe def bones.
Aug 1 2018
I think that's probably right Campbell. I normally access the config within Blender via the L button on the 3dconnexion, for a quick access menu. Not sure if this relates, but within Orbit mode, inverting the Z axis doesn't work.
Jun 29 2018
I agree this option would make sense for 3d curves. For example I am using a curve as a spring, and as the curve is stretched so too is the radius of the spring curve along its length. Ideally of course the curve should get deformed, then the geometry around it is filled without the additional bevel stretching.
Jun 26 2018
Thanks, mac build fixed for me too.
Oct 24 2017
Thanks @Arto Kitula (akitula). Just tried your build and sadly the glitch remains.
Oct 23 2017
I just tried this build from builder.blender.org. Not sure if this is the one I need to try: blender-2.79.0-git20171022.57a0cb797d6-x86_64
Oct 15 2017
I'm out of my depth, but I thought this might relate to this bug I reported T52886
Sep 26 2017
In the past I had a GTX660 pc card (unflashed) alongside the Radeon original mac card. Now running a (non official) mac flashed Titan with Radeon card.
Sep 24 2017
Oct 16 2016
Thanks for letting us know. Sorry I didn't find the duplicate report. Look forward to the fix when you can.
Oct 15 2016
May 17 2015
I just struggled with a UV issue I think because of this, so I think this is an issue even for Cycles users.
Mar 13 2015
Thanks again Bartek. This has been so useful. At the moment (with 2.73a) I'm not able to paste layers between files. Is that something to do with recent changes?
Jan 3 2015
Sorry about the .blend, I wasn't trying to include images, but I guess I failed at making the linked character rig local...
Jan 1 2015
Oct 21 2014
I did some more testing on 2.72a:
Oct 20 2014
OK will try to package something up to post. Cheers.
Oct 11 2014
Oct 6 2014
Just a followup to confirm your experience @Adam Priest (pre).
Sep 2 2014
@Adam Priest (pre) thanks for posting, Glad there is a workaround—been trying to figure this out too.
Mar 29 2014
Ah sorry, I just realised I hadn't reloaded the 'Save copy'. That looks like it works as expected. *embarrassed*
Mar 20 2014
Just tried with 2.7 official and all works perfectly so far. Thanks for implementing this great enhancement!
Mar 18 2014
Strange indeed. I definitely can't move channels except top/bottom in that build (not just in this blend). RC1 OK. I guess I'll wait and try another build soon...
Here's a blend with one of the rigs I'm using atm. Haven't tried rc2 yet, but def. seems to not work in 2aff243
Mar 16 2014
@Bastien Montagne (mont29) I've just tried the latest build 2aff243 to check this out, but now the channels won't move up/down at all, only move to top or bottom (shift-pageup/pagedown).
Mar 1 2014
I've figured out what's going on here I think. As I only had about half the bones visible at the time, the up/down seems to be taking into account the non-displayed bones in the list too, So sometimes the channels are 'invisibly' moving up and down among channels I can't see.
Feb 21 2014
Thanks so much aligorith!
Feb 20 2014
And another slightly vague observation. Spacenavigator on Mac 10.8.5 and recent build, I've had the following experience:
Feb 16 2014
@Campbell Barton (campbellbarton), thanks for checking into this and looking forward to some of your proposals on the wiki! NDOF for colour picking sounds cool. And +1 from me for pan without shift key, as this is the intended use of the device imo (i.e. one-handed).
Feb 14 2014
I've put my settings up in a post on BA:
Feb 12 2014
I'm trying a spacenavigator at the moment too, on Mac 10.7.5. Have only had limited success after much experimentation. At the moment I have 3 of the available 6 axes working properly.
Jan 13 2014
Would be great if there were an elegant solution to this. Becomes even more difficult with partly occluded objects. I'm trying to hack together compositing solutions with multiple layers, But it's a hacky and imprecise way to go. Good luck!
Jan 10 2014
Just discovered this add-on which would have saved me hours of work, but having errors like kopias above in 2.69.
Jan 7 2014
So is this an issue for background command-line rendering too?
Jan 6 2014
Issue still present in hash b0ab91c
I'm downloading yesterday's later build to try, in case this is fixed by https://developer.blender.org/T38074
Dec 22 2013
Thanks so much sergey!
Dec 21 2013
Dec 17 2013
Not sure if this is related, but I was trying to use alpha channel from Video file (ProRes 4444) in compositor, but alpha seemed to not be interpreted at all. Let me know if you would like some sample frames and/or .blend.
Dec 13 2013
You're a legend - all good now! Only thing better than having bugs fixed just after you report them: having them fixed just before ;)
Thanks Brecht, sorry I missed that update! Testing now.
Nov 25 2013
Well that was quick. Thanks!