User Details
- User Since
- Jan 10 2007, 3:37 PM (807 w, 2 d)
Sep 26 2020
Aug 4 2020
Jul 2 2020
Jun 2 2020
Akeytsu had similar issue. They solved it by detecting what screen cursor is on when the app launches, and opened it on that screen. Although they use Qt framework, I am sure Blender could use something like that too (the fix, not the framework).
Nov 22 2019
Well well well, I don't know what did you guys do, but 2.81 launches on the main screen now (although I nuked BF folder, that had 2.7x folders along with 2.80 folder, in Roaming/ before I launched 2.81)
Nov 19 2019
Sooo, just wondering if you guys got this new information and if it's of any help.
Nov 12 2019
Alright, I just got the same issue going on with Akeytsu (animation software). Older version works fine, just like Blender 2.79 does, but new version acts as weird as Blender 2.80.
@Dalai Felinto (dfelinto) If you read the whole thread, you'll see I already did that. I am guessing the issue is that if you folks ran pre-release before, when when you run 2.80 release you will not encounter this issue. I never ran 2.80 prior to release.
Nov 11 2019
So, no Blender devs with 2+ screens can take care of this issue? (especially after all these sponsors and money joined the cause) :/
@Ray molenkamp (LazyDodo) Is it safe to say this bug won't be fixed in 2.81 ?
Oct 30 2019
Just realized something - I think Blender 2.80 opens on the last available monitor. At home I only have 2 monitors and it opens on the second one. At work I have 3 monitors and it opens on the 3rd one.
Oct 24 2019
Btw, I installed OrtogOnBlender yesterday (and sure it's based on 2.80), launched it and ... it launched on my main screen.
Oct 15 2019
Any news about this one ?
Oct 10 2019
Nope, nothing. My primary screen is already set as main.
Unfortunately that didn't do the trick either :/
Nope, stubbornly launches on the second monitor :(
Oct 1 2019
Sep 28 2019
Sep 24 2019
I figured that much. For my particular case I found a workaround, but it would be nice to support value nodes natively. Thanks for looking into this not-a-bug :)
Sep 19 2019
Jan 25 2018
Aug 22 2016
Feb 11 2016
May I ask why Collada and not OpenGEX ?
Sep 8 2015
My bad, I thought I uploaded it already. There ya go:
I am sorry, but how is this not valid test case?
Sep 7 2015
Yes, as shown in my video.
Ok, so I got a rid of nodes and made material as in good ol' pre-nodes Blender. FBX still has no textures embedded. That's makes me wonder if FBX format itself doesn't have the capacity to store embedded images.
There ya go - .blend file with both BI and Cycles materials/textures. Either way, FBX output gets imported into Unity without textures.
Even if I switch to BI with BI materials, it won't export textures. Note that materials are actually exported. It's the embedding of textures that fails.
Sep 5 2015
I am sorry Sergey, but don't you read the whole text? Yes, it exports lights, but it doesn't embed textures. Geez, this isn't the first bug report I post get closed because devs don't want to read my report/watch videos.
Apparently Unity doesn't care for lights, so it's not Blender FBX fault (although I wonder if light parameters are written into FBX, so that it can be used in Unity via script transforms).
Aug 4 2015
So I tried making simple scene from scratch to reproduce the bug, and I easily reproduced it.
Jul 25 2015
It gets even weirder - the user who posted video showing how Actions that never got F pressed can be removed, can remove Actions even after having users on them. I followed his instructions to the tee, but when I save, users get assigned to the actions automatically:
New development about this bug. Apparently, if Action is duplicated, but user is never assigned to it, it can be deleted by deleting it from NLA Editor (it's still backward, as there is no reason not to be able to remove Actions from Action Editor). Here is a video showing it:
Can developers confirm the bug or is it going to be one of those who no one wants to touch with a long stick? (like it was with losing work if user wasn't manually assigned a few version back)
Apr 26 2015
May 16 2014
Sometimes it's not practical to apply location/rotation in the scene. You don't just bake final models that you won't ever touch again. There are iterations in the process and you will need to continue modeling/refining from the moment you left off to bake normal maps (as an example).
Dec 8 2013
We shouldn't really turn on "Draw All Edges" to see high res mesh. Remember Andrew's videos about consistency? ;)
Dec 6 2013
Why was this working in 2.67 ? I use the same settings, and get no issues with the output.