- User Since
- Jul 30 2013, 11:33 AM (361 w, 5 d)
Mar 22 2020
How is this not a high priority task? This is absolutely essential for serious lighting work!
Nov 20 2019
Apr 16 2019
- Can I suggest adding 'Duplicate Linked' as Alt-D ? I think it is even more frequently used than regular Duplicate.
Apr 10 2019
Doing rectangle selection when None mode is selected would be nice. Would allow to work without constantly switching between transform and selection tools, like in other DCC apps.
Adding this as an option to Move/Rotate/Scale tools would also be very useful.
Dec 7 2018
Dec 23 2017
Nov 23 2017
Nov 24 2016
Nov 18 2016
Awesome! Thank you Sergey!
Nov 14 2016
Oct 19 2015
This would be super useful - especially for motion graphics work. It's very hard and frustrating to work without this.
Jun 27 2015
That makes sense. Is it possible to add parameter to the function to specify keyframe type?
Sure, but I think it is supposed to use default from preferences - at least when manually creating keyframes through UI, it does.
Not a big issue but still - also easy to fix I guess.
Jun 25 2015
May 6 2014
Hmm, I see - when I use multires. I used subsurf, because of default keyboard shortcuts (PageUp/Down in sculpt mode - they automatically add subsurf modifier).
Windows 8.1 update 1 64bit
geForce 780gtx, 3GB vram
Ok, I attached simple scene. For me - as soon as I go down to 0 subd view level - polygons are hidden. As soon as i go up - all becomes visible. Hiding works only in solid mode.
If i go to textured mode - all polygons are visible always. Also no masking is visible.
I tried the buildbot right now - there was no difference. As soon as I create and go to higher subd level in sculpt mode - all polies become visible. And when I go back to original level - they are hidden again.
Apr 29 2014
Can you mask and hide parts of your mesh when in higher subdivision levels? I can't - mash is visible and polygons are hiding only in lower level.
I just tested on official 2.70a and the second issue is still there!! It seems like polygon visibility flags are stored only in specific subdivision level or something like that.
huh, I my self cant reproduce first issue either. That is strange.
But the second issue still happens - as soon as I press page-up to add higher smoothing level, everything shows up, but previously hidden part is not editable
Mar 15 2014
In 2.7rc2 cache is still not saved. You can bake cache in scene with linked object and everything seems fine, but when you reload - all cache is lost. I tried all options - "use lib path" is not checked and "disk cache" is checked, but still no luck. Am I missing something?