- User Since
- Dec 16 2012, 7:02 PM (356 w, 6 d)
Jul 3 2018
Just started playing with 2.8 today. It looks amazing. Here is the dump for F12 on Mac (crash once I add material to the startup cube):
Feb 18 2016
I am trying to figure out the workflow. Lets say I have painted some vertex in Blue, light blue and red.
So this desired feature would allow me to increase the brightness only for the light-blue (somehow selecting it)?
Or would be applied overall? Thanks.
Nov 12 2015
Question: can we assume that this load is a "good release" or you need to recompile it (ex: to disable debugging, turn code optimization ON, etc)?
This one works for me.
Nov 11 2015
2.76 works fine for my Mac with El Captain
2.76b is broken as described.
I get exactly the same here on my Mac with El Capitan... the Blender App is moved to trash when I first run and get that error message as described.
2.76 runs fine though.
Jul 7 2015
Indeed, it does the trick. Thanks.
BTW... the following odd behavior may be related:
As far as I know the Group_proxy is the proxy which is a proxy.
Could you please do a favor? Could you please use the attached Child_of_scale_bug and do what you are suggesting and upload?
It is not clear "Meanwhile you can parent your object to a proxy rig". The proxy is already being used in the sample and the bug shows up regardless using the proxy.
Jun 8 2015
Fine, adding blend files as well as a video. Thanks Bastien.
I also have a related question:
Nov 7 2014
I built for Linux 64 with this patch but have not tested yet (opens fine though).
Jul 11 2014
Jun 24 2014
I have also seen this bug before. I imported an AVI video and the audio bar length was different than the video bar.
After adjusting FPS (according to the original video) the bars got to the same size properly.
Feb 1 2014
Assigning to nobody as I may be too slow to complete this task.
I tried a couple things today but I went no where.
Thanks Campbell, I will try to make progress on this task tomorrow. Is the place in the UI acceptable?
I am placing it in Mesh->Transform->Randomize
Jan 28 2014
I am still getting familiar with everything related to this project. This saturday was my very first day working with Blender.
The claiming/assigning operation does not show up in the task's right panel... it is not obvious that we need to "Edit" the task to assign it. Thanks for the tip anyways.
Jan 25 2014
The sample code that I have attached moves vertices to/from the object center (maybe acceptable for rounded objects).
I guess it would be better moving along the vertices's normal but I did not dig enough to find where the normals are stored or calculated.
Posting a patch with a simple implementation that randomize vertices.
Still need work.
Jan 23 2014
A few questions:
1- Is it desired to have UI controls added into Property panel for each type of object or the idea is just to expose API and either an Addon or a script would call it?
2- As those object changes on the fly while in edit mode is it desired to randomize while being dynamically updated? It maybe confusing for the Artist as all vertices are changing position in areas not being modified; or lets only apply randomization when leaving edit-mode or by an function call?
3- any preference where to implement the wrappers for setting up the parameters (amplitude, frequency etc)?