- User Since
- Aug 29 2010, 11:34 AM (347 w, 3 d)
Jan 30 2017
In Houdini Geo1 is a house.
And as was said by Ronan. If you clear position of this empty object - it will be ok.
I cannot see transforms in Houdini. Sorry.
Jan 9 2017
Could you add shared meshes support, please? It's really vital.
Jan 6 2017
I see uvutility in repository.
Dec 8 2016
Thanks a lot. Sorry for bothering.
Dec 7 2016
If I do it wron then give me please correct example to this:
- create an object
- add 4 points
- add a face to these points
- update object's data without crash.
I found this bug when I tried to create po0ints and then add a polygon. This code was crashed.
Dec 6 2016
Oct 26 2016
As Blender viewport looks really not good now.
Here is a house for testing to you.
I guess this is just shader matters for a scene.
It's good to hear that it's in development! No problem, use any files.
Is this task closed or it's in development now?
Oct 5 2016
Jan 27 2016
Nov 13 2015
Nov 10 2015
Here is the video:
Hm, strange. The box had Active rigid body before linking and worked ok.
I'll do video now of the issue. Give me some minutes
The problem is that if i link an object from Scene1 to Scene2. Physics will be ok.
But if i delete the object from Scene2 - the object from Scene1 will lost its original physics.
Nov 9 2015
Sep 10 2015
By the way, 3.2 version has a good feature.
Topology based copy/paste.
Just like in Houdini and modo.
Aug 27 2015
My exchanger is here btw http://blenderartists.org/forum/showthread.php?378946-Modo-Blender-Exchanger
Aug 26 2015
Aug 22 2015
Aug 20 2015
If i import the fbx into blender i'll get the same issue. I guess this is blender export fbx issue.
Aug 6 2015
Jul 13 2015
Ok, I updated the windows version. And it seems it works ok now.
Sorry for misunderstanding... I was 100% sure that linux was updated.
It seems The last linux version was made at saturday. "Sat Jul 11 02:43:22 2015"
i'll download win version now.
@Al Dobra (dobermannxxl) I dunno know how you did it. But all default maya and max importers imports the fbx with incorrect matrix.
Here is max 2015.
Here is maya 2016. Lights and cameras are imported incorrectly too. Directions are inverted. @Bastien Montagne (mont29) I suggest you install the software for better testing.
I tried in Houdini. And resuts a not good.
wait a minute.
Jul 6 2015
Because in most cases we bevel to 45 degrees with the same edges length. I can say it as in 3d artist.
@Howard fletcher (howard) Trickey (howardt) Yes, it seems this fixes the issue.
Could you make LoopSlide to be switched off by default?
My buddy tested 2.67 version.
It has correct version it seems.
Jul 3 2015
Jun 1 2015
I think i'll try using vert custom data. As verts indices are dirty.
I already triedthis. But it changes all nondeleted verts indeces anyway.
May 29 2015
Another thing why is important to improve edges and add shader based support is Retopology.
For retopology modeling we need hide edges of backside faces.
That's a bit strange. I have to add Build modifier? This is not good approach.
Is it possible to add any python method which makes some objects static corect BVH?
May 28 2015
May 10 2015
Could you reopen the issue for a while?
As it's cloased now.
We could have 2 edges drawing approaches. And we could switch them in settings.
For good graphics cards could GPU approach be ok? In this way we can have Pro quality edges.
Can this GPU feature by Mike Erwin fix this viewport issue? https://plus.google.com/u/0/114974350337816613813/posts/dmLUF5Sn25v
May 3 2015
In this way you will need to override many operators in different modes.
not the best way i think.
wmenu is for addons tools for sure.
May 2 2015
Sorry for late responce.
It's fixed in latest builds.
@bassam kurdali (bassamk) hi.
I use Copy/Paste Attributes addon many years. And it's really helpful. But it overrides Ctrl-C hotkey in blender. As blender can now copy/paste meshes with Ctrl-C Ctrl-V.
Is it possible to move all the menus into Wkey menu? Like LoopTools menu.
In this way your addon will not override anything.
In houdini as in other 3d packages all looks good. In perspective and orthographic views.
Apr 30 2015
OK, i'll test tomorrow.
Sure. My hash is f553aba
Here is some other file when blender crashes:
Apr 29 2015
Yes no probem.
Thank you a lot for Perspective fix. And for the attempt to fix the Ortho.
Apr 28 2015
I just point the issue. Sorry if i do it wrong somehow.
Here is just another comparison Blender and Houdini.
File (just switch to ortho and perspective)
I also can provide about 5 other models for testing. I have this issue almost every time.
If you want.
@Antony Riakiotakis (psy-fi) Looking at your commit - you fixed only Perspective viewport.
But Orthographic viewport had no changes in your commit.
Apr 24 2015
If we leave it as it's now it will be worse too.
Ok, i found Modo and houdini on my machine.
Here is video comparison of the same model (look in HD to see better) : http://youtu.be/wzdKltQ2208
@Antony Riakiotakis (psy-fi) it's annoying for me. Does other 3d packages have such an issue?
Apr 23 2015
Thank a lot!
Possibly this is because rendering output is set to 50%...
Apr 20 2015
Thanks for confirmation.
Ups... i hope i did not changed status of the issue occasionaly?
Apr 19 2015
Sorry for late response.
Apr 14 2015
I'll download latest build tomorrow and write you here if all is ok.
This is my project file from my job. I have no simple version. I just found this issue now.
Sorry i have no simple file.
Ahh sorry. I forgot to paste the video https://www.youtube.com/watch?v=y3rFvGzdPEY
I guess transformations are incorrect.
Apr 12 2015
@ronan ducluzeau (zeauro) no. This is left panel of the 3d viewport in modo. Just like our left panel. But in modo it can be detatched to any panel.
As i said before - all the work happens in 3d viewport mostly.
@ronan ducluzeau (zeauro) I think it does not need to n\be in UV editor. As we use only selected faces. Not UVs.