- User Since
- Jan 12 2014, 7:28 PM (227 w, 2 d)
Indeed if you are sure to know wich type of render you want or if you want to match a camera.
Having filmic by default is IMO a bad idea.
Fri, May 18
It will be great to keep Floating windows on top to use the workflow or an option in the preferences.
We have floating windows and we cannot use it since the windows disappear.
Thu, May 17
Some addons should be enabled by default.
Wed, May 16
Why not use double side as default?
We are not 10 years ago, PC's are far better now.
Or there will be something better than the back faces?
Why not use the 3dview instead of the top bar to show and edit fast settings?
Tue, May 15
Mon, May 14
It's not good to hide everything in popover, it slows down the workflow.
Snap options must be visible per area like Bartosz Moniewski said.
Fri, May 11
Like I said, maybe after the code quest ^^
Could it be possible with the new active tools to create tasks per tool to help devs and see how we could improve them?
Maybe after the code quest.
It seems cursor needs more work.
That orient from the view, not the from the faces normals.
Like he said, for now, it's as simple as possible, but later let's hope that will be possible.
On this task, I can imagine people asking you the possibility to group favourites to make custom menus.
Rmb on the empty part, add menu, then place the favourites in this menu with a popover to see what's inside.
Wed, May 9
On my pie menus, I added the components to go directly on the component I want and not having to first go in edit mode and then choose the component.
It's would be better if blender does this as default.
There is no reason to make 2 actions when one is just fine.
Tue, May 8
That's why I don't use it, I could use 1,3,7 for something else if it was fixed ^^
Indeed and when using ALT to snap to ortho view the view must go in ortho.
Right now it's still in persp.
Sorry but I disagree with you.
Sun, May 6
they can do it like Maya, keep pressing a key to show the cursor arrows and then move it.
but I prefer my first post using the drag to move it, snap it etc.
Sat, May 5
I asked a dev about this non-sense dimension behaviour and he said it's not modifiable, blender is done like that.
Fri, May 4
It will be great by dragging the cursor to also snap onto components.
Thu, May 3
If I may :
Sat, Apr 28
Please consider making flat icons or give us the possibility to change them.
Feb 8 2018
Maybe it's not good but it's a desired behaviour IMHO.
you don' have to add volume to cut a mesh, it's useful when you want to make a cut view of a mesh without thinking of the width.
Nov 3 2017
Sep 20 2017
Sep 13 2017
Maybe it could be usefull to clean bevel weight when applying the bevel modifier to avoid this kind of result ?
May 31 2017
Edge group for bevel could be better than vertex group
Mar 23 2017
Why not using the existing file node and add <UDIM> like the other softwares ?
One node, same workflow as Maya, Max etc.
The grid like modo seems to be the best choice, it's simle and fine.
Jun 26 2016
Don't understand everything guys, sorry, but for the render layers, why not use nodes instead of layers ?
Jun 13 2016
Yeah ! Well done, that will be really easy to use, thx ;)
Jun 8 2016
Cool thx !
Ok, just tested the new build, this is nice, thx a lot ;)
Ok Great !
Do you think it's possible to make this kind of result for the bevel ?
Jun 6 2016
Ok good !
Ctrl or P for profile.
Jun 5 2016
Since it's bevel related, could it be possible to add the profile in the modal of the bevel ?
Right now, we can change offset, segments etc but not the profile.
Jun 3 2016
Ok, so having pictures could help to see the goals.
May 2 2016
Honnesly I like the idea to have everything in the outliner.
Apr 25 2016
I only ask for the profile in the bevel edge modal ^^
Mar 22 2016
Mar 14 2016
I'm for the quick fix for the profile, the pen issue can wait ^^
If we can only add the profile for now, it will be usable, because for now, it's not really.
Feb 23 2016
I tested with the template and it seems that the error is in our code, so you can delete this repport.
Feb 4 2016
This is nice,
Jun 22 2015
Ok, when you will start, I would like to help if it's possible, I'm working on fured characters and I know how works yeti, shave, etc, and if I can help to improve the hair system on Blender in any way, don't hesitate to tell me ;)
That's unfortunate indeed :(
How do you work on gooseberry ?
The mesh is subdivided and you animate it with the subdiv modifier ?
Jun 21 2015
Ok, but how can I work on blender if I cannot subdivide my mesh for the final render ?
When I add guides in the particle edit mode, I have the bug, when I just add a hair system, it works.
I hope it will be fixed, I'm working on a character and even if I create the subdiv or multi rez first, my hair bug when I change the subdivision. :(
Seriously ? :/
If we don't use the modifier stack, we cannot use the subdiv modifier.
For me it's a bug, even with use modifier stack enabled, it's not working.
Jun 20 2015
Arf, so no possibility to fix this bug ?
Jun 19 2015
Same bug on the gooseberry b9bccd5
There is the scene, I tested with the last 2.75.1 build 5300345 and a 2.74.5 05c04c24.
Jan 28 2015
Like you said, it's low priority and I think you want something really easy and fast to make, so if you think, the splash screen is the best for tips, i'm ok.
Or maybe in the top bar, the problem with the splash screen is that lot of people deactivate it.
Why not put the quick tip in the 3D view ?
Jan 14 2014
With the active text in white I think it will be good fo this version, good job Jonathan !