- User Since
- Nov 24 2012, 2:24 PM (397 w, 4 d)
Dec 27 2019
Dec 26 2019
Dec 9 2018
just wanted to point out that converting mesh to mesh is in fact really useful as a way to apply multiple modifiers... btw convert mesh to curve will only work if you have some edges with no faces connected, should you check that too? but it's a great move anyway, I'm all for it
Aug 16 2018
how about an option to make a simple setup using a shadow catcher plane and just one render layer..? that is often enough to have a working scene
May 5 2018
I still prefer colors I think, you could just pick a better palette...
almost every single property can be animated in Blender, even checkboxes, would that mean having grey dots everywhere?
a new 'modified' state for animated properties would be so nice to have, it just helps you feel you have control over your work... btw you are doing a great job!
Jan 27 2018
could try a fix... open the file: scripts\addons\btrace\bTrace.py
in lines 669 and 673 change 'matrix_local' to 'matrix_world', that will fix it for vertex and face tracers
change line 684 'g_co = objindex.location.copy()' to 'g_co = objindex.matrix_world.to_translation()'
that is for the object tracer to work
Oct 30 2017
Nice, there are a couple of other annoyances with this useful script... It only work for active object, and it does not remember settings. Say you have 100 objects from a simulation to clean up, you need to go one by one and re-enter the error value. Luckily you can do it with some python, but it's not very user friendly.
Jun 21 2017
the missing manipulator is one that can be used to move object origin
for modifiers it would be nice if you could just skip using empties, I see you mentioned rotation for array
extrude_repeat operator would be useful with a transform manipulator, like a matrix extrude
Nov 30 2016
there's also a little problem here, the uv monkey version committed is not the symmetrical one
just look at unwrapped ears, there's a big face missing in the 'right' ear that is in fact collapsed in the head
Nov 28 2016
great that you make the move, but doesn't this collide with the concept of active object..?
Nov 12 2016
Nov 6 2016
How about a modifier key, you would expose it in tooltip...
then you could make color picker use 1 undo instead of 2... or prevent image slot switching to fill the undo stack
Sep 9 2016
Sep 8 2016
Aug 28 2016
here's a blend, forgot to add
Aug 19 2016
yes, I have the Node Wrangler enabled by default... couldn't reproduce using Thomas instructions, it does show up with Lazy Connect -but I rarely use this exact operator anyway- have Animation Nodes enabled also
Aug 15 2016
Jun 30 2016
Could it be that your curves are just too small?
a 2cm logo is 100 times smaller than default cube
Jun 15 2016
you should disable Camera Parent Lock in preferences > interface
maybe should be off by default, seen this report many times
Feb 15 2016
seems to be the same bug as here: https://developer.blender.org/T39529
Feb 13 2016
I think this was the expected workflow, check this post
Feb 10 2016
slightly related: could Scene be un-preselected in default blend..?
otherwise preselect something > right click > does not work
Jan 17 2016
Maybe related: in spanish you need to be rigorous when searching for accented words, for instance you need to type 'menú' as 'menu' won't do it. But in browsers and other programs you just search without accents and it works fine. Just curious if this could be improved, not a big problem, thanks.
Oct 16 2015
there's a dirty trick that can help here: http://blenderartists.org/forum/showthread.php?359145-sorting-objects-in-dopesheet
Apr 16 2015
nice! how about an 'Ungrouped' list there to be able to drag and drop objects, it would make this view really useful
Mar 4 2015
there's something like this already in the dopesheet, the collapsible 'Filter' button... think using icons makes sense here too
or maybe just a 'ligh mode' -only object names- for heavy scenes? if you get a such speedup then it is good to have it
Feb 26 2015
thanks! #1 is super useful, but a bit hidden... when working with wire edges shouldn't bevel mode switch to only vertices..?
the F6 workflow feels weird here, you bevel but don't see anything, then use F6 to use 'vertex only' and it works, but it won't remember the setting later
Feb 14 2015
you need something like this to be able to use 'pointiness' on text and curve objects, as caps are disconected from bevel
Jan 20 2015
the script exports Blender objects as After Effects nulls, then you can use those as a reference for compositing, but AE is a 2D application, in fact you will need some external plugin to be able to load meshes in AE...
cameras and lights should be fine though, please check the documentation for the exporter: http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Adobe_After_Effects
Jan 3 2015
get the blend and press play, all 3 planes should rotate... it does not work here
Dec 29 2014
I think that's the way it works, just disable 'Camera Paret Lock' option in preferences / interface / view manipulation
Dec 9 2014
Nov 29 2014
Oct 17 2014
a problem with this is that it conflicts with the 'copy objects to buffer' option -wich is very useful-
here's a modified version of the add-on that includes that functionality in the menu
it also adds a 'copy transform' option with the combo location/rotation/scale
also 'time_offset' was removed from api in 2.61 I think
Aug 19 2014
sorry, but can't this make it into 2.72..? seems good for new users and helps on painting workflow
Jul 31 2014
looks like we're running in circles here ;)
it is not a sequencial menu but a radial one, I think numpad numbers makes a lot of sense and will remain the same for 3 items or 8...
maybe add proportional editing menu to object mode too, and combos to manipulator menu? nice work!
Jul 29 2014
agree that mesh select mode feels a bit slower... combos like edges+verts could be added here btw, it looks too empty :p
and maybe click mode should be default? easier for new users and for shortcut keys -also numbers as default is not bad-
Apr 20 2014
I suggested at some moment a similar feature but inside Shrinkwrap modifier, like a 'direct' or 'index' mode...
Apr 17 2014
Mar 16 2014
rupp you can actually Ctrl+click to do recursive toggle... not the same behavior though
it's in tooltip -btw tooltips should get some love to make them appealing to read-
Feb 18 2014
maybe, I used something like this in other software, it just reduce some steps but is useful to organize selection under an empty for example... sorry again for the noise Ottehnebrati
Feb 17 2014
that would be great campbell, something like 'align to view' when adding primitives
I'm really sorry for derailing a bit here but using Ctrl - Shift when adding any object to set it Parent of selected - Child of active always seemed like a good idea to me, would that be possible to add?
Jan 18 2014
but CtrlX works, I like you can do the old tricks while having a powerful calculator as LOVE states
you now have to use 'Ctrl' key, like R 90 X Ctrl- and so... (CtrlZ CtrlS etc.) if you type Ctrl G it will still move but radians(90) -that's a bug-
Jan 12 2014
2 comments if I can: there was this patch to theme the roundness of gui elements, that could help make tabs cleaner?
other point: when maximized Blender -on default layout- tabs active area is 3px short from left side of screen, fixing this makes them a lot easier to hit -fitt's law-
Dec 25 2013
I think kerning works fine, you place cursor between characters and use Alt + Left / Right arrows... like in PS
but being able to animate characters using python would be a VERY nice feature to have