Computer Engineer, Entrepreneur.
- User Since
- Sep 10 2009, 7:46 PM (523 w, 1 d)
May 8 2019
Apr 5 2019
Local is useful for when an object is not in the world origin, but you still want to measure relative to the object origin.
Apr 4 2019
Here are some other ideas to consider: (not saying they are good)
Mar 23 2019
@Charbel Nicolas (charbelnicolas) This is a bit moot, as the horizontal layout made it into Blender 2.8. However, just for anyone stumbling upon this...
Mar 22 2018
Jul 3 2016
In email Campbell brought up the excellent point that in Blender, non-substantive changes, such as just "selecting an object", "rotating the view", or "scrubbing the timeline" technically mark the file unsaved.
Jun 16 2016
(see Ton's comments in the older-info on T48403)
Jun 9 2016
Jun 4 2016
I don't think there is anything more to do here. However, here is some more data..
FYI - Using blender FBX export and importing into Unity yields 3 animations... (Model|Arm, Model|Leg, and Mesh|Arm). The first two are the Arm/Leg animations as expected. The third one is empty, and occurs because somehow your guy.blend file has an empty animation named "Arm" hanging off the mesh object. (I don't know how this got there. You can outliner right click unlink to remove it.)
Jun 3 2016
Jun 2 2016
i noticed in my new open_mainfile INVOKE code, I was checking only for whether "discard_unsaved_changes" was set at all. In my code it is normally not set the first time, and set to true the second time through the INVOKE. This extends the check to also check it's value, in case some code or script decides to set "discard_unsaved_changes=true" when originally triggering the operator INVOKE.
I've just created patch D2047, which adds a blender confirm menu (like the one blender displays during file->quit) when there are unsaved changes and the user requests an open, open recent, or the user drag-and-drops a blend file on blender.
Jun 1 2016
May 31 2016
I have posted a patch D2044, which I believe fixes the problem.
One common solution to this problem is to do continuous grab by hiding the mouse and continually re-positioning the mouse to the center of the application window.
I see the problem on OSX 10.11.5, retina MBP, official 2.77a abf6f08.
May 30 2016
Considering normal (non-hair) particle dynamics for a moment. Normal particles skip collision checks with their emitter, because of this code in particle_system.c:dynamics_step(). The second parameter (sim->ob) causes it to skip itself when constructing the collider list.
I want to add a few pieces of information.. and ask some questions.
May 28 2016
Feb 28 2015
So how can i mix together a 30fps video and a 60fps video to make a 30 fps video?
Feb 27 2015
Here is a video of the problem occuring on said sample video..
Here is a sample video..
Feb 6 2015
How does it increase mouse movement? By my measurement, the 4 column layout reduces mouse movement, by putting more items within a short-distance mouse reach. It also encourages muscle memory mouse movement, instead of visual-servoing.
I also like billrey's categories better than my initial proposal !
Feb 5 2015
Jan 10 2014
It was too confusing explaining one patch with several changes, so I agreed it would be simpler to split them up. I did get one fix committed, but I ran out of time (and energy) to separate the other pieces.