Luciano Muñoz Sessarego (looch)
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User Since
Oct 14 2010, 11:56 AM (413 w, 6 d)

Recent Activity

Yesterday

Luciano Muñoz Sessarego (looch) added a comment to T54661: Gizmo Design.

Hey I have 2 questions
would there be a possibility to have the gizmos not dissapear maybe just dim when using them, the case with rotations in euler is that with the gizmo dissapearing is really hard to see how the euler axes are behaving.
also when using the location axes, if you have done rotations in the character, there is no way to use an axis specifically without it modifiying more than one curve what in maya would be "parent axis" mode, i would propose that this would happen when setting the axes to "normal" (instead of local or world), or introduce a special one for it.

Wed, Sep 19, 6:24 PM · User Interface, BF Blender: 2.8, Code Quest

Aug 13 2018

Luciano Muñoz Sessarego (looch) added a comment to T54989: FaceMaps Phase 1: bone selection & bone display.

Any chance you see that facemaps would be able to drive other types of properties via drivers or something without it going trough bones?
for instance i want to drive a shapekey, o i want to drive a property of a bone not the bone (like the curve options and te like)

Aug 13 2018, 6:43 PM · Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T54653: Driver Workflow Design.

would be nice to in that same panel be able to tell it to make it the standard 0.0 to 1.1, curve or the inverted :)
also this is very related but not exclusive, in 2.77 the pinning of the properties doesnt seem to work correctly, which is what really messes up the current driver creation workflow, if that gets fixed, then this will be even more powerful!

Aug 13 2018, 11:35 AM · Code Quest

Aug 8 2018

Luciano Muñoz Sessarego (looch) created T56270: File crash when trying to save this one.
Aug 8 2018, 2:52 AM · Restricted Project, BF Blender: 2.8

Aug 3 2018

Luciano Muñoz Sessarego (looch) added a comment to T52758: Rigify: feature proposal: allow registration of custom rig types.

Hey!,
so how are these custom rig definitions possible? as i was reading in the documentation
https://en.blender.org/index.php/Extensions:2.6/Py/Scripts/Rigging/Rigify#Add_a_new_armature_object
under EXTENDABLE FEATURE SET, it says that the user can save and encode their own metarigs, is that something that is planned or is it available and im just not seeing it?
i really want to be able to make my own face rig and have it available for rigify.

Aug 3 2018, 12:40 PM · Addons

Aug 1 2018

Luciano Muñoz Sessarego (looch) added a comment to T56184: Dynamic Paint generated Vertex Influence affects Size of Particle system but nothing else..

Ah darn, why does it work with size and not density? Shouldnt this limitation affect both?

Aug 1 2018, 7:45 PM · BF Blender

Jul 31 2018

Luciano Muñoz Sessarego (looch) created T56184: Dynamic Paint generated Vertex Influence affects Size of Particle system but nothing else..
Jul 31 2018, 10:32 PM · BF Blender
Luciano Muñoz Sessarego (looch) updated subscribers of T54943: Blender 2.8 Defaults.

@Duarte Farrajota Ramos (duarteframos) i totally second these improvements :), same with what @Dan Pool (dpdp) says.

Jul 31 2018, 7:57 AM · BF Blender: 2.8, User Interface, Code Quest

Jul 27 2018

Luciano Muñoz Sessarego (looch) awarded D2424: Add font selection to VSE text strips a Yellow Medal token.
Jul 27 2018, 12:40 AM · Video Sequencer

Jul 25 2018

Luciano Muñoz Sessarego (looch) added a comment to T54963: Blender 2.8 Industry Standard Keymap.

So in essence the "industry standard" keymap is just a mix of the most common hotkeys from every major software... in the end someone is gonna have to do the maya keymap, the max keymap, the houdini keymap, and the cinema 4d keymap, and this "industry standard really weirdly mixed mix of things " will become obsolete pretty fast.

Jul 25 2018, 6:57 PM · User Interface, BF Blender: 2.8, Code Quest

Jul 17 2018

Luciano Muñoz Sessarego (looch) added a comment to T53945: Blender crash after enabling GPU render on Mac. Need to restart computer before Blender can be used again.

Yeah same problem here!...

Jul 17 2018, 8:00 AM · Rendering, Platform: Mac OS X, OpenGL / Gfx, Cycles, BF Blender

Jul 16 2018

Luciano Muñoz Sessarego (looch) awarded T55674: Blender 2.8 Beta Milestone a Love token.
Jul 16 2018, 6:37 PM · BF Blender: 2.8

Jul 10 2018

Luciano Muñoz Sessarego (looch) added a comment to T54896: GP Branch: UI design for topbar/tools integration.

what is the problem with these icons theyre great!

Jul 10 2018, 10:31 PM · User Interface, Restricted Project, Code Quest

Jul 9 2018

Luciano Muñoz Sessarego (looch) added a comment to T55162: Blender 2.8 Blender Keymap changes.

@Brandon Ayers (thedaemon) well the idea is that now you dont have to go through double tapping A, wich meant selecting everything before deselecting, which in heavy scenes was really a big fat mess.

Jul 9 2018, 10:23 PM · Code Quest

Jun 23 2018

Luciano Muñoz Sessarego (looch) added a comment to T54943: Blender 2.8 Defaults.

Ill have to say that search should be spacebar again, its the only way that no matter what keyboard youre in, youll have it in front of you, it was one of the first things everyone teaches including me to their students because you can use it to learn hotkeys, or to find obscure things that regularly dont use.
with the tilde key that you chose, in my spanish keyboard i have no access to spacebar by default and i bet it happens to many other people.
also having that toolbar in the spacebar is very very very reduntant.
thanks guys. loving 2.8

Jun 23 2018, 10:57 AM · BF Blender: 2.8, User Interface, Code Quest

Jun 11 2018

Luciano Muñoz Sessarego (looch) added a comment to T55429: Mirror Weights to symmetrical bone removes original weights.

I think it's broken, even in the mirror button tool tip is described as "flipping when both sides are selected, otherwise copy from unselected". and it does not perform as it is expected at all.

Jun 11 2018, 4:25 PM · BF Blender

Jun 10 2018

Luciano Muñoz Sessarego (looch) added a comment to T55162: Blender 2.8 Blender Keymap changes.

that's lovely.
again thanks for all the amazing work guys!

Jun 10 2018, 2:11 AM · Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T55162: Blender 2.8 Blender Keymap changes.

Im glad that you guys are revisiting all this and keep being open to input.
I think Tab back to modes is great, though i find that having 123 for the different components is a waste of keyboard, and should be grouped under one hotkey for the same reasons Tab for modes, they're all related to eachother and its better to learn just take hotkey with a mouse flick to also save space for more hotkeys to come.
For instance when it comes to the posemode with the breakdowner / relax / etc, it would be cool to tap the hotkey to activate the tool, but hold to get a pie menu and with this choose what's the one that you want to use. that would be neat. and i think its a methot that should work for several things, like for pivot point, tap the "." and jump back and forth between the two last used, but, hit and hold, get a pie menue to chose the one to change to.
same with transform orientation, and also with O for proportional editing, hit, turn on and off, hold, get a pie menu with the diverse options.
I could go on but you get the idea.

Jun 10 2018, 1:49 AM · Code Quest

May 31 2018

Luciano Muñoz Sessarego (looch) updated subscribers of T54711: 2.8 UI: Small, independant UI tweaks.

hey @William Reynish (billrey) I have few question about Lekker Presets, which I really like and always wanted to have a consistent reliable system like this in blender.
1.- I see in the mockup that when you'd add a preset you'd get to put the name, to change name of a preset would you just double click it? or maybe is it going to be like materials, where youre able to change the name to the selected one right in the box?
2.- I think most panels on the could use a preset manager, there are a ton of panels with a ton of settings to remember or to tweak, but also in some cases maybe it would be nice to have a complete property window, for instance for the rendering properties maybe you want to have a preset that covers all setings but then just customize your output, maybe it would be good idea to give it a though.
3.- will the presets be saved in the blend file or in the blender install? both have their pros and cons.- if it's in the file: how would you share presets across different files?, if it stays in blender itself: how would you share them across different blender installations (ie i want to share the presets with my team for consistency.)

May 31 2018, 3:18 PM · Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T54943: Blender 2.8 Defaults.

also it would be really nice and useful to be able to select the attribute (not the value) and to be able to sync it with the graph editor, timeline and dopesheet, so if i select rotation x, it would only show rotation x for the selected object in the mentioned editors, that would ease and fasten the workflow of editing the intended attributes by a lot.

May 31 2018, 3:01 PM · BF Blender: 2.8, User Interface, Code Quest

May 30 2018

Luciano Muñoz Sessarego (looch) added a comment to T54991: Implement motion path drawing code in draw engine.

that is accurate. in 2.7 it doesnt work like this, but this isnt useful at all, as an animator you want to see in the path the keyframes of the currently selected object that affects it,
example: the path is set to the head control, but i have the hip selected, the path should show the keys of the hip, because that´s what im modifiying that will ultimately affect the path because of the hierarchy (you should try to confirm with hjalti, he knows exactly what im talking about)

May 30 2018, 10:53 PM · OpenGL / Gfx, Animation, Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T54991: Implement motion path drawing code in draw engine.

its important to show the keyframes in the motion path of the selected object, which is not necesarilly the object from which the motion path is calculated.

May 30 2018, 6:04 PM · OpenGL / Gfx, Animation, Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T54943: Blender 2.8 Defaults.

I noticed: "Pie Menus, Switching modes" is listed.

Does this mean tab key always opens a pie menu instead of toggling edit-mode?

From discussion w/ @William Reynish (billreynish) I was under the impression this was not desired behavior and pie menu should only be enabled using sticky keys (hold tab shows pie menu, click to toggle editmode - for eg).

May 30 2018, 11:04 AM · BF Blender: 2.8, User Interface, Code Quest

May 29 2018

Luciano Muñoz Sessarego (looch) added a comment to T55237: QT Animation Crash.

it doesnt require alpha, but its supported.

May 29 2018, 10:46 AM · BF Blender
Luciano Muñoz Sessarego (looch) created T55237: QT Animation Crash.
May 29 2018, 1:09 AM · BF Blender

May 22 2018

Luciano Muñoz Sessarego (looch) awarded T54812: COW Operators: Pose Armature a 100 token.
May 22 2018, 12:50 PM · Dependency Graph, Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T54991: Implement motion path drawing code in draw engine.

in regards to drawing, maybe there could be an option to randomize colors for them, so each new path gets a different color, though they should probably go in order, Ie, 1 gets red, the second one gets green, the third one gets blue and so on, much easier to see, and the thicknes definitelly should be like what in 2.79 wa 2 px or so.

May 22 2018, 12:42 PM · OpenGL / Gfx, Animation, Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T54991: Implement motion path drawing code in draw engine.

oh cool, sorry for spamming the wrong thread, if you want to point me in the right direction it Id be happy to contribute :)

May 22 2018, 12:40 PM · OpenGL / Gfx, Animation, Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T54991: Implement motion path drawing code in draw engine.

Please consider an option to offset the motion path!, example, i create a motion path on the head bone but i want to offset it to the forehead, or to the tip of the ear (which are directly moved by the head joing)

May 22 2018, 12:30 PM · OpenGL / Gfx, Animation, Code Quest

May 18 2018

Luciano Muñoz Sessarego (looch) added a comment to T54653: Driver Workflow Design.

Re. expressions, we discussed this during the design session. We may revisit it.

With this design, we wanted to strike a balance, where this interface remains lightweight and quick to use, while the full Drivers Editor remains as an area for full control.

We initially considered expressions more of a 'deep' feature, but perhaps we can find a way to include it here, as long as it doesn't take up too much space or is too cumbersome to use.

May 18 2018, 3:13 PM · Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T47840: blenrig: fix copy attribute dependency.

will this ever be fixed?

May 18 2018, 3:11 PM · Addons
Luciano Muñoz Sessarego (looch) awarded T47840: blenrig: fix copy attribute dependency a Burninate token.
May 18 2018, 3:11 PM · Addons

May 17 2018

Luciano Muñoz Sessarego (looch) awarded T54653: Driver Workflow Design a Love token.
May 17 2018, 7:00 PM · Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T54943: Blender 2.8 Defaults.

I wouldnt activate Node Wrangled by default, but i'd steal some of it functions and make them standard, like previewing node outputs (ctrl shift click), lazy connect, or switching nodes, but to me the rest seems kind of messy to have it as a default on, though those functions should definitelly come bundled.

May 17 2018, 3:59 PM · BF Blender: 2.8, User Interface, Code Quest

May 15 2018

Luciano Muñoz Sessarego (looch) added a comment to T54943: Blender 2.8 Defaults.

Pose mode: relationship lines OFF
?

May 15 2018, 7:01 PM · BF Blender: 2.8, User Interface, Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T54943: Blender 2.8 Defaults.

hey also when sliding or creating edge loops the "correct uv's" option should also be default... right?

May 15 2018, 4:43 PM · BF Blender: 2.8, User Interface, Code Quest

May 11 2018

Luciano Muñoz Sessarego (looch) added a comment to T55027: 2.8 UI Tools: Favourites Bar / Specials Menu Design.

great!
will you be able to add a script as a button too?, like just paste it into it and when you click the button it will run the entire script?

May 11 2018, 1:02 PM · Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T55027: 2.8 UI Tools: Favourites Bar / Specials Menu Design.

Would be nice if user could add any sort of command as a button without having to create an addon and go through that whole convoluted process.

May 11 2018, 12:27 PM · Code Quest

May 10 2018

Luciano Muñoz Sessarego (looch) added a comment to T54963: Blender 2.8 Industry Standard Keymap.

just to correct set key in maya is S not i

May 10 2018, 5:23 PM · User Interface, BF Blender: 2.8, Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T54710: Overlay visualisations .

Also would be nice to be able to turn the grid off for when you're in ortho.

May 10 2018, 1:44 AM · Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T54710: Overlay visualisations .

i was wondering why "object overlap" is under the shading options instead of the overlays ?.
also, if im using "single color", but with the material option... should i be seeing the material?


also, why is "texture" a different thing "mode", it seems to fit in between the options of single color to me unless it has some other special options that wouldnt work in tune with single color.

May 10 2018, 1:41 AM · Code Quest

May 9 2018

Luciano Muñoz Sessarego (looch) added a comment to T54790: Outliner collection display and editing.

Would be nice to be able to "dissolve" a collection and have the objects fall into the "parent collection", I can see that you can have nested collections and sometimes you'd wanna do that without deleting the objects (im saying because at the current state i already had the need to do this.)

May 9 2018, 3:05 PM · Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T54908: Workbench UX design.

You think we could make the "relationship lines" only show when the object is selected and have a gradient color from parent to child (maybe from the color of the selected bone fading to black) so one can actually know how the hierarchy is built?.
Also it could be nice to have a secondary color that tells you how bones or objects are related to other by parenting and by constraints with different colors for each?. for example y select abone, and all the direct childs get this secondary and the bones that have a constrain pointing to this bone will get an other color.

May 9 2018, 2:55 PM · Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T54951: Properties Editor Design.

They do seem hard to catch at a glance, and I do agree that icons in this case are more selfexplanatory, could we do Icons + the colored number field?, It feels like that would read much better at a glance.

May 9 2018, 10:23 AM · BF Blender: 2.8, User Interface, Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T54963: Blender 2.8 Industry Standard Keymap.

Yes, that sounds great, tapping could just bring you from the last mode used back to object mode (having edit mode be the default one to go to when you just started a session), and holding will get you the pie so you can quickly choose the one you want... this would work with very many tools if not all of them.

May 9 2018, 10:16 AM · User Interface, BF Blender: 2.8, Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T54943: Blender 2.8 Defaults.

Why render display "new window", I thought one of the base ideas of blender was no obstructing overlapping windows... ?
I totally agree with the rest of your defaults, I've set them like this myself for years in 2.79

May 9 2018, 12:29 AM · BF Blender: 2.8, User Interface, Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T54963: Blender 2.8 Industry Standard Keymap.

Maybe im off the line here,

May 9 2018, 12:26 AM · User Interface, BF Blender: 2.8, Code Quest

May 8 2018

Luciano Muñoz Sessarego (looch) added a comment to T54792: View layer overrides with override sets.

Question about how overrides will work:
if say I have 5 cubes all with different colors, and I want to have a layer where they all have other 5 colors, I should create 5 collections, one for each cube to do the override, and then attach those collections to the new layer?
Is that the intended workflow?

May 8 2018, 11:27 AM · Code Quest

May 7 2018

Luciano Muñoz Sessarego (looch) awarded T54896: GP Branch: UI design for topbar/tools integration a Love token.
May 7 2018, 4:22 PM · User Interface, Restricted Project, Code Quest
Luciano Muñoz Sessarego (looch) awarded T54949: Bone Selection Design a Love token.
May 7 2018, 3:52 PM · Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T54949: Bone Selection Design.

Amazing <3

May 7 2018, 3:52 PM · Code Quest

May 5 2018

Luciano Muñoz Sessarego (looch) added a comment to T54661: Gizmo Design.

will we be able to turn off the "interactive creation" of primitives?

May 5 2018, 11:04 PM · User Interface, BF Blender: 2.8, Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T54951: Properties Editor Design.

This looks amazing. I will let you know that I strongly support all the things you have mentioned here.
But with the risk of opening a can of worms (I know how difficult these design issues can be) how will we be able to tell properties with multiple states?
For example: What of a property is overwritten by a value that is animated?
Do we see multiple small icons? Can they be combined somehow?

May 5 2018, 12:19 AM · BF Blender: 2.8, User Interface, Code Quest

May 4 2018

Luciano Muñoz Sessarego (looch) added a comment to T54908: Workbench UX design.

@Leandro Cavalheiro (lcs_cavalheiro) yeah maybe there should be a base option in the settings that does it for your every scene, but then that can be overriden on a per object / file basis ?

May 4 2018, 5:50 PM · Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T54949: Bone Selection Design.

@Joshua Leung (aligorith) : forgive me, I wasnt trying to sneak in a preselection highligting it just felt like it would be nice to let the user know when you can click...

May 4 2018, 12:32 PM · Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T54949: Bone Selection Design.

Oh yes, totally, I was saying if you're thinking of a combined workflow with this and facemaps, say i want to use facemaps for the facial rig, but for the rest of the body just bare bones.

May 4 2018, 11:50 AM · Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T54949: Bone Selection Design.

Have you put some thought into how to combine bones with the face selection thingy?

May 4 2018, 11:47 AM · Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T54949: Bone Selection Design.

amazing man, I think youre doing a great job!!!,
cant wait to test the new stuff out!

May 4 2018, 11:46 AM · Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T54949: Bone Selection Design.

actually forget my comment, this makes more sense.

May 4 2018, 11:38 AM · Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T54949: Bone Selection Design.

i meant without holding Z, just by hovering

May 4 2018, 11:37 AM · Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T54949: Bone Selection Design.

I like the ideas here,
wouldnt it be nice that the mesh around the bones would dim automagically while you hover around a bone that's inside the mesh?
this could be a property for the bone to have on / off, so you can set in the rig the bones that will benefit from this, maybe by default they're all on, and if youre getting into more complex rigs you choose not to have this function for certain bones.

May 4 2018, 11:35 AM · Code Quest

May 3 2018

Luciano Muñoz Sessarego (looch) added a comment to T54908: Workbench UX design.

Hey, great stuff,
Loving it. though it would be a shame not to ask for a pinning button for those popover windows:

May 3 2018, 3:54 PM · Code Quest
Luciano Muñoz Sessarego (looch) added a comment to T54661: Gizmo Design.

Hey that same INSET widget that appears in the top bar, would be useful for "pose breakdowner", and also for when using stuff like scaling brushes, or intensities of brushes and such stuff, would be a great addition that nothing depends completely on the mouse!

May 3 2018, 12:39 PM · User Interface, BF Blender: 2.8, Code Quest

May 1 2018

Luciano Muñoz Sessarego (looch) added a comment to T54661: Gizmo Design.

Given that RMB selects, i wouldnt mind having RMB drag select in box mode, and with Ctrl Modifier be turned to lasso.
I think that would be totally great TBH.

May 1 2018, 5:11 PM · User Interface, BF Blender: 2.8, Code Quest

Apr 28 2018

Luciano Muñoz Sessarego (looch) added a comment to T54728: Keymap for setting start/end frame from animation/timeline editors.

I wouldnt use left and right brackets because depending on the language of the keyboard they sometimes get hidden behind modifier keys

Apr 28 2018, 9:13 AM · BF Blender: 2.8, User Interface, Code Quest

Aug 31 2017

Luciano Muñoz Sessarego (looch) added a comment to T52579: Alembic Pipeline: Replacing slightly different alembic files..

Yeah! I'll do that, just now with the moving to london, everything is on hold until i'm set up, but I've definitelly have been writing it in my head... =)

Aug 31 2017, 11:48 AM · BF Blender

Aug 30 2017

Luciano Muñoz Sessarego (looch) added a comment to T52579: Alembic Pipeline: Replacing slightly different alembic files..

I can help if you need any testing, or abc file creation with different options and such!

Aug 30 2017, 11:45 PM · BF Blender
Luciano Muñoz Sessarego (looch) added a comment to T52579: Alembic Pipeline: Replacing slightly different alembic files..

Well the screenshot in the bug report is all the options that are supported by Maya by default.
In the other hand Maya has an educational version that you can download and fully supports alembic, and also runs on windows, mac and Linux.
All the big studios run on Linux machines, so Maya is bound to be there. =)

Aug 30 2017, 11:31 AM · BF Blender

Aug 29 2017

Luciano Muñoz Sessarego (looch) added a comment to T52579: Alembic Pipeline: Replacing slightly different alembic files..

woot!

Aug 29 2017, 5:35 PM · BF Blender
Luciano Muñoz Sessarego (looch) created T52579: Alembic Pipeline: Replacing slightly different alembic files..
Aug 29 2017, 12:16 PM · BF Blender

Jul 29 2017

Luciano Muñoz Sessarego (looch) added a comment to T52164: Playback twice as slow when armature selected..

Yeah Ton, thanks for the advice, usually when I can I do.
the reason I didn't put files, it's because in this case it was 300 mb worth of files and I didn't really know if it was necessary unless someone asked me, that's why I left that line in the end, if in need I would definitelly upload.
the other reason is that collecting files that are linked isn't very streamlined, but that's for an other time =)
Will keep reporting as i find things!.
Anyways, don't want to bother you guys too much, keep rocking it!

Jul 29 2017, 4:36 AM · BF Blender

Jul 28 2017

Luciano Muñoz Sessarego (looch) added a comment to T48892: Rigify Update and Fixes.

yeah linking and multiple rigify rigs are a bit messy.
for the second problem, I found a little addon, that aids in the process of creating the constrain, and putting the keyframes so the object stays there called Dynamic Parent, It'd be nice if it were a normal tool that would come in blender by default (unless there is a better solution built in) but this has worked for me a couple of years. https://lollypopman.com/2016/03/29/add-on-dynamic-parent/

Jul 28 2017, 3:18 PM · Addons

Jul 27 2017

Luciano Muñoz Sessarego (looch) added a comment to F680789: bone_rigify_type_UI_draw_patch.patch.

hey, sorry but I don't know how to apply a patch, if you guide me or tell me where i can find the guidance to do it I'll be happy to.

Jul 27 2017, 8:08 PM

Jul 24 2017

Luciano Muñoz Sessarego (looch) created T52167: Rigify "Rigify Type" lags bone properties panel..
Jul 24 2017, 3:16 AM · BF Blender

Jul 23 2017

Luciano Muñoz Sessarego (looch) created T52164: Playback twice as slow when armature selected..
Jul 23 2017, 9:28 PM · BF Blender
Luciano Muñoz Sessarego (looch) created T52162: Not making output paths relative even with the setting is on..
Jul 23 2017, 6:04 PM · BF Blender

Jul 16 2017

Luciano Muñoz Sessarego (looch) created T52083: Motion Paths not working on children objects..
Jul 16 2017, 11:39 PM · Dependency Graph, Animation, BF Blender

Jul 15 2017

Luciano Muñoz Sessarego (looch) added a comment to T51141: Crash when replacing an Alembic file while blender is open..

...sooooo.... not fixed yet?

Jul 15 2017, 10:08 AM · Alembic, Import/Export, BF Blender

Jul 13 2017

Luciano Muñoz Sessarego (looch) added a comment to T48988: BBones Ease in/out don´t update the mesh deformation at current frame.

any chance this bug gets squashed for 2.79?

Jul 13 2017, 11:08 AM · BF Blender

Jun 3 2017

Luciano Muñoz Sessarego (looch) added a comment to T51709: Crash when "QT rle / QT Animation" codec is used.

oh yea,., but to me it has happened very many times without any file whatsoever.
though i'll send you something

Jun 3 2017, 9:06 PM · BF Blender
Luciano Muñoz Sessarego (looch) added a comment to T51709: Crash when "QT rle / QT Animation" codec is used.

what like a log?. or the blend?

Jun 3 2017, 5:39 PM · BF Blender
Luciano Muñoz Sessarego (looch) created T51709: Crash when "QT rle / QT Animation" codec is used.
Jun 3 2017, 9:03 AM · BF Blender

May 14 2017

Luciano Muñoz Sessarego (looch) awarded D2642: Nondestructive Keyframe Insert and deletion a Love token.
May 14 2017, 6:52 PM

Apr 22 2017

Luciano Muñoz Sessarego (looch) created T51284: Mesh not skinned.
Apr 22 2017, 2:33 AM · Alembic, BF Blender

Apr 12 2017

Luciano Muñoz Sessarego (looch) awarded T51178: "Restrict Render" doesn't keep objects from being rendered in Cycles Preview (CTRL+Z) a Like token.
Apr 12 2017, 11:41 AM · BF Blender

Apr 11 2017

Luciano Muñoz Sessarego (looch) added a comment to T51141: Crash when replacing an Alembic file while blender is open..

Done, now the files are in the ticket.

Apr 11 2017, 11:18 AM · Alembic, Import/Export, BF Blender
Luciano Muñoz Sessarego (looch) updated the task description for T51141: Crash when replacing an Alembic file while blender is open..
Apr 11 2017, 11:17 AM · Alembic, Import/Export, BF Blender

Apr 6 2017

Luciano Muñoz Sessarego (looch) created T51141: Crash when replacing an Alembic file while blender is open..
Apr 6 2017, 10:55 PM · Alembic, Import/Export, BF Blender

Jan 28 2017

Luciano Muñoz Sessarego (looch) added a comment to T48892: Rigify Update and Fixes.

I wonder about the arm twisting, i still get that with the regular rigify, is that going to be patched?

Jan 28 2017, 2:54 PM · Addons

Jan 22 2017

Luciano Muñoz Sessarego (looch) added a comment to T48892: Rigify Update and Fixes.

oh gotcha, that should be fixed, replacing all the mess by a unified way should be done in the near future, shall we plan on it for 2.8? since it seems there isnt enough energy to do it for 2.79

Jan 22 2017, 8:34 PM · Addons
Luciano Muñoz Sessarego (looch) added a comment to T48892: Rigify Update and Fixes.

So if i understand right all of these changes are under the pitchipoy rig instead of the regular rigify?

Jan 22 2017, 7:16 PM · Addons
Luciano Muñoz Sessarego (looch) added a comment to T48892: Rigify Update and Fixes.

Hey guys, are you patching this stuff up ? is there a way that you can submit it for 2.79 ?

Jan 22 2017, 6:28 PM · Addons

Nov 28 2016

Luciano Muñoz Sessarego (looch) awarded rB2821da5b703f: Enable multi-selection editing by default (Alt-key behavior) a Love token.
Nov 28 2016, 8:52 AM
Luciano Muñoz Sessarego (looch) added a comment to rB2821da5b703f: Enable multi-selection editing by default (Alt-key behavior).

hey a question, now that it's default, when you want to add a keyframe to a property, if you have multiple selected objects will it do it to all of them?, didn't find a way to do that with the old behaviour.

Nov 28 2016, 8:51 AM

Nov 3 2016

Luciano Muñoz Sessarego (looch) awarded rB26bf230920cb: Cycles: Add optional probabilistic termination of light samples based on… a The World Burns token.
Nov 3 2016, 9:08 AM

Sep 22 2016

Luciano Muñoz Sessarego (looch) created T49422: Metadata not showing in OpenGL renders..
Sep 22 2016, 12:50 AM · BF Blender
Luciano Muñoz Sessarego (looch) created T49421: Crach with GP when sculpting empty layer..
Sep 22 2016, 12:47 AM · BF Blender

Aug 10 2016

Luciano Muñoz Sessarego (looch) awarded D1788: Cycles: Experiment with shadow catcher a Love token.
Aug 10 2016, 5:02 PM

May 26 2015

Luciano Muñoz Sessarego (looch) created T44854: Creating hooks from curve to objects doesn't work..
May 26 2015, 9:32 PM · BF Blender

May 20 2014

Luciano Muñoz Sessarego (looch) reopened T40275: Frame Step slider not working. as "Open".
May 20 2014, 7:32 AM · BF Blender