- User Since
- Nov 5 2004, 8:22 PM (750 w, 14 h)
Sun, Mar 17
Alright, I think I got it... We have to create the proxy right on the linked collection, without instancing it like we did in Blender 2.79. Fine :)
Thanks for the feedback, but sorry I don't understand. How are we supposed to fix this then?
In Blender 2.79 we can link the group (which is now the "collection") containing the same objects hierarchy, and make a proxy of the armature without any issues.
Thu, Mar 14
Thu, Mar 7
Thanks for letting us know, glad to know. Fingers crossed.
Mon, Feb 25
(it used to work perfectly in 2.79, so this is clearly a regression...)
Then it's a serious issue... If the user has a custom keymap active, how an addon can know if the user has set left or right click for selection?
There's a bunch of existing addons based on selection, it would break them all.
Sun, Feb 24
@Brecht Van Lommel (brecht) Even if not perfect, the "bias" solution could work in many cases, it's still better than no solution at all.
As far as I understand, it's all about computing the shading ray starting slightly above the face normal. I assume you know the principle, but just in case see the page 2 of this doc:
Sorry if I'm missing something, but there's still an issue apparently...
Tested with the latest build, after reloading factory settings and deleting any existing custom keymaps.
Please try the following:
Fri, Feb 22
Ok. I was thinking these were shadow issues, but actually it's not since turning off shadows does not fix the issue, it's more related to the way the faces themselves are shaded. I probably won't be able to help, I don't know how pathtracers work... Good luck with it :) Indeed, renderers such as Arnold and Guerilla have fixed it.
@Brecht Van Lommel (brecht) pardon me if I say something stupid, but... as far as I understand, this shadow issue happens when a face projects its shadow to one of its adjacent face. So isn't there a way to prevent faces to cast shadows on their adjacent faces? Dismiss them from the shadow say, when smooth shading is on?
Feb 13 2019
Feb 4 2019
Does not seem fixed in the latest daily build.
Jan 24 2019
It's basically an update problem, the update can be triggered for example by unlinking-relinking the action from the armature.
"Clear Keyframes" is in the contextual menu when right clicking the Scale transform in the property panel of the viewport:
Jan 23 2019
Jan 22 2019
Jan 10 2019
Since you ask for feedback from artists, I'd support the per-object X-Mirror, as Julien Kaspar explained when working with several objects in the scene, it's the easiest way to keep it enabled for some objects and disabled for others. It may seem counter-intuitive but actually it's way more useful. I'm a 3dsMax and Maya user too, and I still prefer the way it's implemented in Blender.
Jan 7 2019
Jan 3 2019
Sorry, but the bug is still happening in the latest Blender 2.8 build.
Please test and confirm.
Jan 2 2019
Dec 21 2018
Dec 17 2018
Dec 11 2018
The bug seems to be fixed in the latest build! Must have been modified elsewhere. Thanks.
Dec 10 2018
Thank you, will try it!
I'm a little concerned by performances though, "to_mesh" creates a new mesh data block, so I thought it may be slower than the bmesh method. But maybe i'm wrong.
Dec 9 2018
Dec 7 2018
Evaluating the depsgraph first seems to fix it:
Dec 6 2018
Dec 5 2018
Dec 4 2018
Dec 2 2018
Oops sorry, I had searched for any "make_single_user" bugs, which did not output anything. Will search for more keywords next time.
Nov 29 2018
Ok, sorry did not know that. CPU acceleration is also the bottleneck I guess.
Blender 2.79 had both CPU and GPU acceleration, not sure what are the plans for 2.8
Faster animation playback when topology stays the same.
Sep 30 2018
Glad to hear it's working fine in 2.8, sure I totally understand 2.79 is no more developed.
Sep 23 2018
The main problem in this scene is the cyclic dependency, that is likely introducing issues when it comes to animation baking.
It's a common problem with Spline IK constraints. You can open the Blender console to see the error log, and when moving the rig bones, there's also a one frame lag which is due to the cyclic dependency issue.
The dependency graph is being re-written for Blender 2.8 to avoid this (as far as I know), for now only this kind of rig setup should be used with IK Spline constraints:
Seems like a scale/stretch related issue? If so, it's not a bug, Fbx does not support it: the scale value of each bone inherit the scale of the parent bone.
I've found a workaround for this bug.
Decomposing then recomposing the bone matrix fixes it magically in the fbx_utils.py file.
Mar 27 2018
While praying for this bug not to be forgotten in the dark, i've simplified at maximum the example blend file (attached) to help. It now only contains one mesh and two bones. When exporting to Fbx and importing in other apps, such as Unity, "bone2" is imported with Rot X = 179.8, instead of -90.
Rotating in Edit Mode bone2 1 or 2 degrees in Blender fixes the issue. However it's not a clean solution, it may happen in other situations. Seems to happen when a bone is making 180 degrees x-axis angle with its parent.
After further investigations with the Fbx exporter code, tracking the exported rotations values seems to output correct values. However it's the way these values are read in other app that is the problem. Likely to be an euler issue, if only Fbx used quaternions...
Jan 31 2018
Sure thing. Actually it's the same issue in Maya in case you're able to test it. Haven't tested with 3dsmax but i'd assume it may be the same.
Here is attached a screenshot.
Jan 26 2018
Oct 6 2017
Ok. Good luck for 2.8 then!
Oct 5 2017
Jul 5 2017
Thank you Brecht! This being my first blender patch, I feel very proud :-)
Jun 21 2017
Here is the patch:
Sorry it's my first bug fixing time, i'm not sure to do it right.
I have a patch for this, can I claim this task?
Jun 2 2017
I understand, but as explained scaling this high is necessary to export to .fbx for Unreal Engine... Though it's possible to reduce the scale, would have been nice to handle these high scale units...
May 4 2017
Mar 21 2017
Confirmed, work with the latest build. Thanks.
I thought since it resulted in a crash, and other people reported me the same problem, it was worth setting it high priority.
Thanks for any fix :)
Jan 28 2017
My bad, sorry for the misunderstanding. Thanks for correcting.
Jan 25 2017
Oct 20 2016
Thanks for quick fix Sergey!
Oct 19 2016
Sep 11 2016
Jul 2 2015
anyway thanks for the fix.
Sorry building Blender is out of my skills. So i'll wait for the nightly build.
Jun 29 2015
When setting the height value to negative (eg: -3) the camera keeps on shaking, it does not reach stability...
Jun 26 2015
It seems to be linked with the damping factor.
With very low damping values (0.03), no shakes.
But such a damping leads to very slow camera rotation, wich may not be good for the gameplay.
Jan 17 2015
Jan 9 2015
Bastien, the volume should be proportionnal to the scale, otherwise you can't achieve a complete rig with scalable bone... This is a non-sense!