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- Nov 14 2011, 3:49 AM (485 w, 1 d)
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I am confused in that way that the performance slowdown is coming from the modifiers of another mesh object, and not only from the modifiers of the mesh object I am editing. (Since there is no visible live update of shared meshes under certain (modifier) conditions I assumed the meshes are sort of decoupled while in edit mode, and follow with an update after I switch out.)
Jun 11 2020
Mar 10 2020
Feb 18 2020
Jan 10 2020
I have opened the issue a few weeks ago but not standalone: https://developer.blender.org/T71896
So here is it again.
Jan 3 2020
but I couldn't reproduce the problem by changing some shortcut to double-click
Dec 27 2019
Nov 29 2019
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May 26 2019
@Sergey Sharybin (sergey)
Is this still something that is get looked into for 2.8?
This issue keeps coming back to me mainly because its very comfortable to work with mirrored armature parts. Separate hand armatures for example can be reused and more easily updated this way:
Jun 7 2017
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Dec 27 2015
Oct 29 2015
With 0 face object I mean a mesh without faces, not an empty.
You can use it for low poly meshes or stylized geometry (bone meshes, water waves)
or for (roots of) a tree, for example. Simply what you want.
Aug 16 2015
Aug 5 2015
I was not sure where to put this. I guess it looks way more like a feature request, but I found it very surprising or contradictary that the modifier is still working properly with multiple roots, although it deletes all previous with the root button.
Aug 4 2015
May 27 2015
I have this issue with every mesh, including all premades (monkey, cube etc).
May 26 2015
Wouldnt it then be necessary to mark these options somehow? (Grey out or red modifier name box or warning message if triggered)
Just to prevent further bug reports of this kind from other users as well.
May 3 2015
Apr 8 2015
Apr 1 2015
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Feb 17 2015
It seems IK stretch loses its target completely if a Pole target is assigned.
Check this by reducing the constraint influence.
Feb 8 2015
May i ask to reopen this case?
Workaround is easy and not really a problem, only sort of annoying. But as zeauro pointed out, this is not consistent to mesh setting.
Feb 2 2015
I think you misunderstand me. Applying works, but isnt a solution where the curve object should keep the object mode rotation. For example to trick the twisting.
This curve object is rotated X 90° (object mode) - shown by the big circle.
By adding additional curves in Editmode they get automatically rotated for global space, which is no problem.
The problem with new curves in Editmode seem that local Z-Axis Scale is ignored or not taken into account when changing "Add Nurbs Circle - Radius".
It only affects local X Y Axis of the object and that results in a pressed circle.
Jan 31 2015
Jan 21 2015
can confirm this - Skin is working continously and not consistent on branched edges.
Jan 4 2015
Nov 4 2014
Sry if i misunderstood: No problems with the curve tilt (inside - outside), but the direction in which the mesh goes along the curve (left around - right around) isnt controllable in 2D.
I thought it could be a bug, because if i simulate the 2D tilt correction on a 3D curve (Switch direction>rotate Tilt to 180°=beveling preserved) the mesh stays counterclockwise unlike the 2D version.
you can't expect the same behavior from different things...
True, i just wanted to make sure - this issue isnt a big deal anyway.
Oct 29 2014
Sry i forgot to change projects, let me edit it! (Game Engine)
Oct 22 2014
Your values should be 50cm*0.01 = 5mm in each direction.
Havent touched this setting until now, but i think if you arent forced to change the Units scale keep it at 1.000.
Oct 13 2014
Was attached. (above picture :D)
Thank you, would be really nice.
But its just a suggestion, dont push yourself.
Oct 9 2014
Sry i didnt want to sound offensive.
Have tried it and found no bug. But i can understand the problem.
Sep 29 2014
can i suggest a delete function which parents children of the deleted object to the upper next object:
Currently "delete" resolves the relationship completely - a bit strange.
Does this patch allow to work on multi user meshes with different/individual EdgeSplit- or Crease-Data?
Sep 17 2014
T41684 is similar or maybe same problem. It could be linked or merged, but I dont know how to do that.
This problem seems very similar to T41862.
It produces the exact same shading like in this case, so i guess its not only game engine related.
Sep 16 2014
The belt mesh got a curve modifier and follows a curve circle (white line) with Stretch & Bounds Clamp options enabled.
As you can see, the ends could use a good merger.
Or you apply the curve modifier instead, but this means you cant use curve any more for animation or pose corrections.
Sep 12 2014
A merge option for meshobject + meshobject (like target object) could handle more - Linked Duplicates (...), so you have only one mesh to work on.
Also comes in place where (...) 2 objects are needed or would be helpful, but result object shall appear as connected. (...)
Sep 9 2014
Copied from D443, added a few comments. Hopefully it works just as i had imagined:
Sep 7 2014
Have experimented with some ideas.
Main purpose i have found in operations where you want to
- (and so on)
geometry, and of course the other way around.
Sep 6 2014
I will prepare a few examples where i think its useful, but it takes 1 or 2 days.
Sep 5 2014
Ok thanks. But if so, the option should be removed from BG Interface and blocked somehow on game start.
Could be confusing if you dont know where these shading issues come from.
Not sure what you mean, Skin works just fine in BI and Cycles.
About remove doubles modifier:
As we are in place for it, I take Array modifier as example.
Merging array ends after curve deform on a circle is such a problematic case.
Here you can see arrayed cubes (8 parts, faces along curve deleted) following a nurbscircle (stretch + bounds clamp) to build an animation-flexible mesh ring.
This shouldnt present only a simple tube, rather serve as an example to demonstrate the case for all geometry.
Because curve modifier have to be under array modifier in the stack, there isnt a way to close the mesh without applying the modifiers, which means to lose control for animation (curve) and detail for the mesh (array).
Sep 4 2014
Sep 3 2014
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Aug 25 2014
Is it allowed to make suggestions for the Array modifier in this place?
Aug 20 2014
Aug 14 2014
Aug 10 2014
@Hyuri Pimentel (hyuristyle) i want to add:
- A way to copy several modifiers from one object to another at once without overwriting existing modifiers on the target.
So you can reuse parts of modifier setups very quickly.
Jul 31 2014
I have tested bcbbed0 from Thu Jul 31 15:12:50 2014 with the same file.
Jul 28 2014
Jul 23 2014
Could also be a twisting problem. I guess Skin trys to get its rotation or tilt correct but closed edgeloops are sometimes a bit tricky.
This is an 8 vertice-semicircle with mirror (X) + skin modifier.
Left vertice is marked as root, so the root gets mirrored too.
2 roots seem to be the problem, but on the other hand all other vertices working fine as root (in spite of mirror).