- User Since
- Aug 25 2014, 3:56 PM (408 w, 5 d)
Mon, Jun 20
Sun, Jun 19
Sat, Jun 18
Fri, Jun 17
Hello, thanks for the report.
Thu, Jun 16
Thank you to you two for the review!
- Rename edit_directory to edit_directory_path
- const types
Tue, Jun 14
This feature was actually mentioned in D6941 already, from which this code is copied, as well as requested here.
@Jacques Lucke (JacquesLucke), you mentioned the UI team should be involved to validate the addition of a shortcut; should I add it as reviewer?
I’ve been thinking about this, and it’s not very easy to implement because various things could go wrong and I believe it’s hard to detect which it was:
- topology changed, so some elements got their animation from another element
- number of elements was reduced, so some elements no longer exist at all
- layer was renamed or deleted (vertex color, UV)
- vertices were removed from vertex groups.
Mon, Jun 13
Sat, Jun 11
Committed in rBA67273f17e8a5
Committed in rBAebe0bd5677af
Fri, Jun 10
Thu, Jun 2
Fix error when a group output node existed in non-Geometry Node trees.
May 25 2022
May 22 2022
Can confirm on latest master. Some subsurface inputs are disabled and thus the count gets offset (Subsurface IOR and Subsurface Anisotropy). I believe this fixes it:
Mar 22 2022
Jan 16 2022
Jan 13 2022
Dec 16 2021
Dec 14 2021
Jun 22 2021
Jun 18 2021
On second thought, let’s not make the properties proportional, since most of the time we’d want to add the same margin to all sides.
Jun 15 2021
May 26 2021
Apr 19 2021
Apr 6 2021
@Aaron Carlisle (Blendify) Thank you for the review. I don’t have push rights; could you commit for me?
Mar 30 2021
Mar 17 2021
Hello @Emils (emilsvfx),
I made a new version of the export script. Would you mind testing if it solves your problem?
Mar 15 2021
Mar 12 2021
@Emils (emilsvfx) All right, thanks. That’s a good reason to update a camera. I’ll try to have a look. In the meantime you can always use the old version for your project.
When I made modifications to the AE exporter, I needed to change the way the transforms were handled, in order to add support for solid and image export. This breaks compatibility with exports from the old version.
Mar 2 2021
Hi @Vyacheslav (hitrpr),
The environment reflections in Eevee are handled by cubemaps. You can increase their resolution in the Indirect Lighting panel.
Thanks, I can no longer reproduce the bug :)
@Philipp Oeser (lichtwerk) Ah, indeed it still occurs with rBc4ef90f5a0b1; thanks for your vigilance.
Mar 1 2021
thanks so much for the quick fix!
I agree that this situation should be avoided, but as far as I understand, it comes from the autorig add-on we’re using, Auto-Rig Pro.
I admit I don’t know the rationale behind this parenting…
Feb 25 2021
Feb 21 2021
Committed in rBACa140f066ac99.
Feb 20 2021
Hello @Mehdi El Fadil (alc_ve), thanks for the report.
I changed the default behaviour of the add-on.
It used to be that you didn’t need to select a sky texture for the add-on to affect it, but this turned out to be confusing for users who didn’t know of the behaviour, activated the add-on and had the sky texture move without their consent.
Including Phabricator usernames in metadata would be extremely useful to automatically notify maintainers; I have to resort to searching reports for those add-ons I maintain once in a while, and some reports stay unaddressed for a bit.
Some information on maintainers is available from the manual’s add-ons section, but it’s far from complete, and possibly outdated.
Jan 26 2021
For anyone encountering this bug, a workaround is to set the current frame to the first frame prior to rendering:
blender -b grease_pencil_render_bug.blend --python-expr "import bpy \ bpy.context.scene.frame_set(bpy.context.scene.frame_start)" -a
Jan 25 2021
Dec 21 2020
Dec 5 2020
This appears to be fixed by the exact Boolean option from version 2.91.
This is not a bug. It comes from the “Pro Lighting: Skies.001” node in the world shading nodes. It is used as background emission, but it is missing a texture and emits in magenta.
Since the helmet is the only specular object in the scene, it is the only one reflecting the environment in rendered view. You can delete the Pro Lighting node, fix it by finding the missing texture, or use an emission colour for the helmet, as you’ve done everywhere else. If you really want to use the Principled BSDF, you must fix the world node tree.
Thanks for the report!
Dec 4 2020
Hi @Jordan Matyka (oaaya),
I couldn’t reproduce this crash on Linux, and cannot test on Windows right now.
Does this still happen with the latest version of Blender?
Dec 3 2020
No activity for more than a week. As per the tracker policy we assume the issue is gone and can be closed.
Dec 1 2020
Instance was updated some time ago. Thanks!
Nov 30 2020
Nov 29 2020
I don’t believe modifying AnimAll is necessary. I could reproduce the crash with the following script: