- User Since
- Nov 25 2010, 11:34 PM (360 w, 3 d)
Sep 6 2017
Jan 11 2017
Aaarrghhh... Silly silly meee :) Sorry for this. Here it is:
Jan 4 2017
Dec 23 2016
Are you planning on releasing a 2.78b before 2.79 btw?
Alrightie... Thanx :)
Dec 22 2016
Yes, it works with the latest build, which is cool. But the thing is that this is a part of a professional gig I'm doing right now and will be rendering this on renderstreet when finished. As far as I know, they only support latest official builds/releases. What am I to do? :-(
Dec 10 2016
Hey Kev, got a chance to take a look at my latest video post?
Dec 8 2016
Hey there Kevin;
Dec 7 2016
How would you like me to proceed? I can record a video grab of the crashes if you like...
Dec 1 2016
It wouldn't upload, hence the link. Sorry, dunno what happened there...
I imported the file into C4D and tried exporting out in both abc formats, and both of them returned the same error...
Tried the latest build (2.78.4), results are the same... No joy :(
Apr 19 2016
Ok, I resolved the situation, thanx to your help. It turned out to be a driver issue. I installed drivers that came with the graphic cards and everything went back to normal. I'm guessing that Nvidia's builds could sometimes have the potential to yield quirky results with 3DCC apps.
Apr 17 2016
Let me first off give details about my system:
Apr 15 2016
No joy? :-/
Apr 13 2016
Attached a video description...
Dec 25 2015
Jul 18 2015
Scratch this one... Missed the blatant fact that one needs to bake the result to see it.
Feb 18 2015
Thank you Camp. Like I mentioned, I was indeed well aware that this wasn't a support forum and only bugs are to be submitted here.
Looking for workarounds, desperately; but as of yet, no solutions :*-( The client (like many) is literally jerk-off on wheels, requesting changes every day, and we have 15 shots in our film... Aw jeez, woe is us... :*-(
Dec 23 2014
Thanx, didn't know that but please understand that that option should go for both 2D and 3D curves alike, it would have made a world of difference with the rig I'm working on atm. It's a bit redundant for the generated mesh to be affected by deformation imo. Hope someone will agree and look into it in the near future.
Dec 22 2014
Nov 12 2014
So, I take it that a v2.72c is on the way?
Tested it and it works on my side (w7 SP1, 2.72b)
Oct 14 2014
Ok, god speed to you guys... Hope you can get to the bottom of it cuz one rigs a lot of stuff like this :)
Oct 13 2014
Such a tool would be awesome Bastien, thanx for your time and info... In Softimage, I was (and still am) an avid user of GATOR, where you're able to raycast transfer UV's, weights and even shapes from one object to the other and it saved my life a couple of times...
Ok... If a scene file is absolutely necessary, then here it is:
Oct 12 2014
mont29, trust me, you really do not need one here in this instance. All you need to do is follow the instructions, very very easily reproducible every time, never fails... You can go ahead and transfer weights from a simple UV sphere to a cube, it's reproducible :)
Oct 11 2014
Oct 9 2014
Indeed, that's true. Ok... I did indeed check it out in the latest, which is 2.72, and the same thing more or less is still there. I'm rendering the scene locally, in low res and tiny dimensions, and the weird artifacts especially on the tunic the character's wearing seem to be persisting. I'm rendering on GPU's btw...
The problematic file is: https://dl.dropboxusercontent.com/u/28170294/PL09_RV01_01.rar
Oct 5 2014
OK, will do... Sorry for that, I'm deep in trying to submit something... In an hour or two. Cheers :)
One thing that noticed is that Blender seems to append every object from the layer you have currently active in your current scene that you're trying to append to. Like, say you have layer 3 active in your scene, and you're trying to import a material from the some scene, Blender looks into that file, grabs whichever data you're interested in, but also tends to look into Layer 3 in that scene file and imports everything in it, regardless of you having asked for them or not... This action seems redundant imo... I might be mistaken, but going into a scene file to activate an empty layer, just to be able to append something from it is, well, counter-productive to say the least... :-/
Aug 6 2014
Um, no need for a .blend file really... The instructions say it all. I'd be sending in a scene file with just a UV sphere with a few manually displaced verts on one side.
Jul 31 2014
Oh, thank goodness... It's so kind of you to get back to me on this board for a post that seemingly otherwise had to have been posted on a forum elsewhere. thank you, I appreciate it :) I've gone through the manual quite a bit, yet this must have escaped me somehow. The way it went though, I kinda tended to see it much as a limitation or maybe a bug, so I decided to post here.
Jul 18 2014
Aw Shucks... Sorry for taking up your time again and thank you Sergey.
Jul 17 2014
Thank you Sergey, no prob...
Something's up with the hair object, dunno what is... :(
If you go through these steps on the "PONY TAIL" object, everything works alright... The only difference is that the "HAIR" object has multiple materials applied to it...
Jul 14 2014
Jun 27 2014
Yes Sergey, me very happy now :) Allow me to thank you for another wonderful release. Will bug you guys again if anything comes up, but I'll try and be more thorough from now on before reporting :)
Ok... I think I got to the bottom of things. My oversight played a big part it turns out. Since I have lotsa addons in my addon folder, I took the liberty of backing up the entire addons folder along with my config folder. I surely hadn't realized that Blender is modular by nature and that cycles is also an addon, I foolishly seem to have replaced everything in the addons folder with the old 2.70a version... Arrghh!!! Sorry to have taken your time guys, but as always, thanx a million for being so considerate.
Upon reading Sergey's last message, I downloaded the latest build, but to keep things simple this time, I downloaded the self-contained zip version. And, weirdness to the max... This standalone copy renders in CUDA mode... I uninstalled the exe version that crashed last night and reinstalled 2.70a back again. I'm going to take the plunge and reinstall 2.71 exe version and report what it says in the console right away...
He's got multiple GPU's I take it :) Kewl :) Thanx Sergey :)
Jun 19 2014
Jun 16 2014
No prob. Downloading, will let you know asap...
Hi... The OS is Windows 7 SP1. I have dual GPU's (Two Asus Mars Rog 2XGTX 760 Ti) My driver version is 337.88.
Jun 15 2014
May 17 2014
Thank you Severin, I sincerely didn't know that.
May 3 2014
I've been a pain in the tuchas enough already, so here's small update; I can see your point clearly now about the exclusion thing. It seems that I should have had only masking turned on for the body, the exclusion does away with the body reacting to its parent's animation. I dunno if this is normal but at least I seem to have had the problem stemmed out. Thanx a million to everyone for being so very attentive, patient and helpful.
May 2 2014
Ok, I've been playing around with the scene and seem to have found something out. I've seen that many people, including Kent Trammell have the hair emitted from a dummy surface due to many reasons, on top of which is the one that coincides with mine, to comp them with the main surface or whatnot. Because in Blender's hair system, the hair is not a separate object tat can be treated accordingly in a pass, the emitter and the hair become one. Hence the reason why I unchecked the "Emitter: option under the render tab of the hair attributes. When I checked that option, the body started rendering in accordance to its parent's animation. But the weirdest thing is that the body has nothing to do with the hair, the hair is being emitted from the dummy scalp object... I really don't wanna be a nuisance, but if I'm not missing something, there's definitely something there me thinks :-B
I just don't know :-/ I have an empty to which the body is parented as well as a dummy scalp object that carries the hair, acting as the emitter object. The body has an SSS shader assigned to it, so I made a linked embedded scene copy of it in which I can render out the hair using CUDA with the body excluded. So far aso good I hope, cuz I don't believe there's anything wrong with this setup.
Hey there Brecht & mont29;
Mm... Dunno... I mean it shouldn't be a desired behavior. no?