- User Since
- Sep 12 2009, 3:52 PM (430 w, 2 d)
Sun, Nov 19
Some news here?
Is kinda frustrating because OpenSubdiv is the only way to create animations with decent scenes...
Oct 23 2017
here I added toons of cubes and the results are the same,
in this case, disabling or enabling OpenSubdiv will give the same fps in both cases.
Sep 16 2017
in cycles using gpu render
Feb 20 2016
I think the idea of Mr Pavel is great "Selecting from left to right
only selects what is inside the border
Selecting from right to left will select everything plus one level"
I can make a pool and ask users opinion if you want :D
But i think you can imagine, this is not right.
Otherwise will lead to a hard time in Action Editor.
You can imagine, when you have tons of keyframes.
You have selected something, and BAM you have selected what you don't want.
I see now what you mean.
I have tried the last version blender-2.76-e29a5ba-win64.zip
And it seems that some part of the problem seems solved.
Feb 19 2016
Because i work on an animation, and i need to know if i will work without NLA or with NLA.
Feb 18 2016
I use Blender for more than 7 years. And i love Blender, and every open movie.
I'm very hype for every feature, and news regarding to Blender.
Have you seen the video?
Also is not only that, because some of the keyframes are selected and others are not selected. Is not a logic there.
When you select something, it need to select only what you have selected, and nothing more.
Is surely a bug.
I forgot to mention that is a Border Selection with the B button.
Sep 30 2015
I forget to mention that some of the objects are imported from Adobe Illustrator as svg.
Sep 29 2015
I tried to add other objects, or render after animation ends, but give weird results also.
Sep 19 2015
Sep 16 2015
Sep 2 2015
Jul 19 2015
Wow, the guy who created Cycles is still with us.
The cycles is the main reason why i love Bender.
Is very nasty to paint every bone.
Please consider to solve this problem.
Jul 5 2015
I like "Also" very much : ))
Thank you again for your support.
Also with 'Ignore Leaf bones' option give almost the same result (visually).
And please make it work by default, with no extra settings because can be very confused, mostly for new users.
I also think the Fbx and DAE is most common format to collaborate with others, and other softwares.
And is vital to make it function correctly.
I tried with automatic bone orientation, please see my proof attached to see the problem.
The bones from the hand(fingers) go a little bit outside.
Jul 4 2015
Jul 3 2015
Where i can use the version with this fix? Or when?
May 25 2015
note: after i update my windows, I don't have the error.
You can close this, if you want.
May 24 2015
Maybe is an option to change the threshold/level of distance between stroke and object (I don't know). But he make this by default.
But for the new users this can be problematic.
Mar 21 2015
You saved me with your idea!
I will use Mix shader to divide the big amount of nodes :D
I used about 10 textures connected with math.
If change the value, the final texture can go from 1 to 2 to 3 to 4 and so on. (see the screenshot)
Dec 30 2014
You found another bug :P
I just tested in "blender-2.73-d993bad-win64.zip" last build.
With static and bvh.
And yes in both, render and viewport.
Is this a bug or a feature unsupported of cycles?
Or is already a button to render the objects with intersections?
Nov 4 2014
+ The hair is not render when i use Particle Edit mode ( in cycles, Rendered viewport)
Oct 26 2014
This is very hopeful because, when i need to animate many objects in same time i use one group for all objects to animate them.(all in same time)
Objects with different colors for example:p
Oct 24 2014
Oct 20 2014
Some news here?
Oct 11 2014
Same with Mapping using Rotation with two axes like: X and Y is bad.
But i find a temporarily trick to displayed correctly: If you are using two Mapping, one with X and another with Y connected each other, then is displayed correctly.
I hope you don't say it again: "Thanks for the report, but it's not currently considered a bug." :D
However if you put the "Normal" input from Texture Coordinate in the Emitter, it works well.
Same problem with all inputs from Texture Coordinate:Position, Normal; And Geometry:Generated, Normal, Object.
Oct 8 2014
Same problem i found with this font:
Oct 4 2014
Oct 2 2014
But if you use Blender Render engine, in Solid viewport you can see he works fine.
Oct 1 2014