- User Since
- Nov 5 2004, 8:22 PM (693 w, 2 d)
Wed, Jan 31
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.
Fri, Jan 26
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!