- User Since
- Apr 5 2010, 7:01 PM (462 w, 6 d)
Thu, Feb 7
Mon, Feb 4
I have this bug too on win 7. Somehow using undo, then redo refreshes the collection_instaces, so they display correctly.
Sun, Jan 27
Works fine for me. Maybe try resetting blender settings and hotkeys.
Jan 10 2019
Jan 8 2019
Thanks Philipp, depsgrapth thing work ok. It would be nice to have it working the old way, without the depsgrapth, unless it would be problem for performance.
Jan 2 2019
Dec 22 2018
I think this is related to my bug: https://developer.blender.org/T58734
Dec 9 2018
This looks similar to error I got in https://developer.blender.org/T58734. Except there it was bvhtree.fromObject that was broken.
Dec 8 2018
I have gtx 660, windows 10 64bit, lated daily 2.8 build. And this both scenes works ok for me.
Thanks for the fix. The operation bvhtree .fromObject now works when executed once. But it crashes on second run of operation each time:
Steps to reproduce:
run in console:
from mathutils.bvhtree import BVHTree BVHTree.FromObject(C.active_object, C.depsgraph) BVHTree.FromObject(C.active_object, C.depsgraph) #it will crash here (no error)
Dec 4 2018
Sep 28 2018
Feb 23 2018
this addon is not maintained by blender devs. Contact author with bug report here: https://bartoszstyperek.wordpress.com/about/
Feb 3 2018
Ah, I didn't knew about this. 'Generate Data' works ok. I will close this task then. Thanks!
Dec 11 2017
Nov 10 2017
Mar 1 2017
Jun 16 2016
Mar 29 2016
Sounds good to me. I'm basically doing the same thing in post above :) in python.
as a workaround i can add random number to input Vector for:
noise.noise_vector(InputVector + RandoVector, noisetype)
Mar 15 2016
Thanks for the fix. My bad that I didn't connected this bug with T47482. This would simplify your work I think.
Mar 14 2016
Mar 4 2016
Feb 22 2016
Feb 21 2016
Yep, I totally agree this bug had to be fixed. But I was thinking about 'operator level' design change, as you described it. So the change would be:
- change current bpy.ops.object.delete -> to bpy.ops.object.unlink (because this is what delete operator is currently doing)
- bpy.ops.object.delete - would be new operator now -> completely deleting object from scene, groups etc. It would behave as delete operation in other apps,
- bpy.ops.group.objects_remove(group='xxx') - no change here. This operator does what is says, unlike delete operator IMO.
Feb 20 2016
Thanks for quick bug fix :)
However I liked how bpy.ops.object.delete() worked previously (unlinking from scene, and group at same time) :( . I mean for most applications, when user deletes something - it is gone. It was unexpected for me (and I'm sure for other users too), that after deleting object, it was still present as group member, that it why I reported it as bug.
So maybe those three operations could be split in future : unlinking from group, from scene, deletion (unlinking from everything). But I guess this should be reported as new task, right?
Feb 19 2016
I think I found the reason for buggy behavior.
Basically I blend file below we have red and yellow objects:
- yellow object is member of 'NotWorking' group
- red object is member of 'Working' group.
The only difference is - yellow object is linked to scene when script, from text editor, is executed (this time I set fake_users to False).
So in theory both yellow and red object should have 2 users (bpy.context.object.users): first user is group and second is scene. But red object has only single user, even though he is member of 'Working' group and scene (2 users).
I guess this is why deleting -bpy.ops.object.delete()- red object has different result, from deleting yellow object.
Maybe delete operator should force number of users to be 0 (bpy.context.object.user_clear()), so that object is deleted correctly from group too?
ah, ok. But then still even if I link obj to scene, and then do:
Feb 18 2016
Aug 17 2015
Aug 5 2015
Apr 28 2015
It seems I cannot edit this task, but It should go to Cycles category, and not Addons. Sorry my bad.
Mar 20 2014
Ah, now I have noticed in python script that binary file format is in development. So I supose this is not yet fully functional option in blender - binary fbx export. So I close this task.