- User Since
- Nov 5 2004, 8:22 PM (828 w, 2 d)
Sun, Sep 6
Now supports again baking to the existing action.
When baking to a new action, use the fast/batch mode
When baking to the existing action, use individual keyframe insertion (similar to the previous method). Slower.
Not ready, this new method is not compatible with some baking options, such as frame range that doesn't start at frame 1, or when enabling the "Overwrite current action" option.
These cases have to be handled in a next revision.
Sat, Sep 5
Fri, Sep 4
Jul 8 2020
Mar 27 2020
Mar 19 2020
Feb 20 2020
Feb 19 2020
Why is it lower priority than T68908?
This would allow realtime playback and realtime posing (a mesh cacher can't do that) of rigged characters with subdivision, which is quite essential when animating facial expressions for example.
Typically, realtime subsurf calculation would avoid mesh caching in many cases, which would be a significant benefit.
Feb 11 2020
Feb 5 2020
- Removed a line
Feb 4 2020
New features and improvement for Blender can be proposed here:
@Denis Briant (midol) Hum it does not make sense to edit my task summary, not sure why you have rights to do that?
This was created as a patch for review, in the sole intention to disable group colors by default.
If you have a patch to submit for anything else, create a new patch.
Jan 29 2020
- Changed Scale property tooltip
- Corrected wrong struct padding
- Avoid one function call
- Added blend file loading instructions
Jan 28 2020
The best approach would obviously be to improve the delta mush algorithm so that it supports scaling, but this is too high level for my skills :)
Considering it doesn't use bones transforms as input but the deformed mesh data only, it's not easy... maybe a math genius could do that though?
Jan 27 2020
@Brecht Van Lommel (brecht) Thank you Brecht, that helps a lot.
Jan 18 2020
The scale parameter initialization was missing.
@Alexander Gavrilov (angavrilov) May I invoke you as reviewer?
Jan 9 2020
Thanks for providing this workaround! This is indeed a nice fix.
Dec 20 2019
Dec 18 2019
@Stefan Werner (swerner) In case you have an experimental patch for this, i'm pretty sure many users will volunteer to test it out. I can compile it and provide a build. Thanks for your work!
Dec 14 2019
Dec 8 2019
I can confirm the issue here.
Maybe it would be interesting to specify this bug is related to GPencil strokes in the bug's title.
Nov 25 2019
Same issue here, opening old blend files or subdividing 4-5 times the default cube crashes the latest blender build (compiled on my windows station today a few hours ago). No issues with Blender 2.81 official.
Nov 20 2019
Thanks a lot for mentioning it, this is more than welcome! Will make happy thousand of users.
Sep 29 2019
Sep 28 2019
Ah! Bummer. Well I guess we have to deal with it, thanks for letting me know... Will static overrides overcome this issue?
Sep 26 2019
Sep 24 2019
Sep 21 2019
Any news about this?
Anything preventing from being commited?
Sep 13 2019
Sep 11 2019
2.81 release is scheduled for november as far as I remember, I'd bet they won't release a corrective 2.80a version but rather count on 2.81.
Great news, thanks @Sergey Sharybin (sergey) !
Sep 10 2019
These are very good news @Stefan Werner (swerner) , thanks for sharing!
Sep 9 2019
Nope, Brecht said previously he's aware of it and it's on his Todo list. He just needs time, he has other priorities for now, or we need another skilled developer to pick it up.
Hey guys... please stop this everlasting feature/bug war, be wise :-) ... From a technical standpoint, it may be a feature (it's not supposed to work in the current implementation), but from the users side, it may be bug (not working as we expect it to work). Anyway, it's an issue.
The problem is there are very, very few skilled developers to work on it. If it was easy, it would have been already fixed. There's not much to do, but waiting kindly for someone to fix it...
This issue is not fixed yet. There was a patch lately to fix terminator effects when using bump mapping, but this is a different context.
Sep 6 2019
Sep 5 2019
Thanks for these improvements! Shadows are now perfectly accurate, it even seems "contact shadows" are no more necessary.
Sep 4 2019
I've just tried with another computer, Win 10, it worked.
Definitely weird bug, here's the workaround i've found to make it work with the other computer:
File > Default > Load Factory Settings > opened the file and tried again... the weight options are no more greyed out and they can be clicked.
A local setting in the user preferences must be the cause.
Just tried again with the latest windows builds (both home compiled and builderbot), same issue.
Maybe OS related issue, @item412 (item412) what is your OS?
Sep 3 2019
Aug 28 2019
Aug 26 2019
Aug 23 2019
Aug 14 2019
Jul 29 2019
Jul 27 2019
This particular file does not crash for me on Windows, but I have a similar crash when linking another character blend file and File > New leads to the crash. Really hope it can be be fixed for the final 2.8 release, thanks for your work.
Jul 17 2019
Jul 2 2019
Sorry, I inverted "All Actions" and "Baked Animations" buttons!
When disabling these two options, shape keys animation exports here as well, yes.
for me here, shapekeys key_blocks are actually coming over correctly [just the animation is missing with default settings]
I can't say i'm 100% sure of course, but i'm pretty sure the data_meshes dict should be filled with the shape keys data, while it's no more the case in the latest version.
Jun 30 2019
Jun 10 2019
May 22 2019
@Alexander Gavrilov (angavrilov) , if I may ask, maybe you know a fix for this?
May 18 2019
It would be sad if it's not considered as a bug. Most 3D softwares out there can do this... it would be quite a limitation for rigging :'-(
Blender riggers were so happy to hear that 2.8 dependency graph is supposed to be more powerful than Blender 2.79 one... In this case it would be a regression.
May 17 2019
May 11 2019
Already reported here:
It's best to close it.
May 10 2019
May 8 2019
You're welcome, always glad to contribute when I can.
Here is a patch to fix it:
May 7 2019
May 5 2019
Apr 30 2019
Apr 26 2019
Apr 23 2019
Apr 22 2019
As @Sebastian Parborg (zeddb) mentionned, apparently the "to_mesh" call in the fbx binary export script is not working as it should because it's converting to mesh the model with armature modifiers applied, whereas they are disabled a few lines above in the script (to reset to the rest pose).
Seems to be an update issue. Triggering the data update manually using bpy.context.scene.update() just before "tmp_me = ob.to_mesh..." make it work. Not sure it should be fixed this way though?
Apr 19 2019
Ok, Brecht, I'm still quite new to the Blender code but if it makes sense to you I can volunteer to propose a patch to clamp the channel colors so that's it's not too flashy. Please let me know your thoughts...
I'd rather go for clamping the channel color than adapting the text color.
Let's say you need very bright, flashy colors for the bones controllers to contrast with the dark viewport background.
You don't want the same flashy colors to be displayed in the action channels, otherwise it will look like a christmas tree :)
It would be nice at least to disable channel colors by default, waiting for a correct implementation of colors adaptation, wouldn't it?
Apr 18 2019
Hey, any news about it? Will it be committed to the code?
Apr 15 2019
Thanks for the fix!!
Apr 14 2019
Try to move it in all directions, it should happen at some point.
It works without jiggles in Blender 2.79, theoretically it's not a dependency cycles:
rig1[BoneStretch] parent of > rig1[Bone2.001] drives location > rig1[Bone2] drives location by constraint> rig2[Bone2]