- User Since
- Mar 8 2017, 9:24 PM (105 w, 6 d)
Sun, Mar 17
Anyway, this is a bit more complicated problem indeed. Blender has this unique weird concept of datablock being something user can explicitly name. It works in case of Blender:
But it doesn't work in case of Unreal Engine 4:
Sat, Mar 16
Sun, Mar 10
Wed, Mar 6
Tue, Mar 5
How's this moving along? :) Given the huge value of this in everyday workflows of pretty much everyone, I think it deserves priority.
Mon, Mar 4
@Sebastian Parborg (zeddb) Hi, I'd just like to make sure this bug has not been forgotten. It's been reported back in 2016, last activity on it was almost 3 months ago and it is assigned to a person who's probably not active anymore, yet the status of this bug is still "Needs triage by developer".
Any news on this? It makes procedural texturing very difficult.
Sun, Mar 3
Fri, Mar 1
I would definitely consider it a bug. I mean, if the geometry is not thin, then it works even without user having to go through the hoops of orienting the topology to cater to the modifier (or destructively applying rotation transform). Here's an example with a box:
X, Y and Z axes respectively, all of them work. Do you see any logical reason why the topology being thin should have any effect on this?
Thu, Feb 28
Tue, Feb 26
Sat, Feb 23
Ok, I did some testing of the experimental build:
Fri, Feb 22
this is absolutely amazing! Blender's pretty much ideal choice for any degree of content creation for game development, except one pitfall - baking, which you have now decided to tackle. I am eternally grateful.
Thu, Feb 21
Feb 14 2019
I vote for ability to retain all the functionality, just changing what delete does from hard delete to moving to recycle bin. I am not familiar how hard it is to implement on Windows, but if it's not too hard, that would be the way to go. All the other Windows software has either its own file browser or uses the Windows one, but in both cases, deleting is expected to mean moving to recycle bin.
Feb 13 2019
Feb 12 2019
Feb 11 2019
Alright, I will wait and see how it works out in practice :)
@Mets 3D (Mets)
That option is very important. You probably don't posses enough experience with offline 3D rendering to be aware of all the use cases. When random seed is on, you will get noise variance between frames.
Feb 10 2019
Feb 7 2019
Keep in mind that this needs to be managed on per-case basis, and some common sense needs to be used. Generally, the way this is handled should be aligned with general expectations of users. Let me show you two examples:
Feb 6 2019
Reset to factory settings did not help, but Brecht is right, it has something to do with aspect ratio of the texture. I have replaced the texture on the first material slot of the mesh with square aspect ratio texture and pack is no longer distorted. That's very odd behavior for three reasons:
Could you please also post 256 sample results, or something like that? It will be much better at showing how inferior Cycles denoiser is to OIDN :)
In some cases, it's truly extremely bad. Here's comparison between 2.79 (top) and 2.8 (bottom):
Feb 5 2019
Feb 3 2019
@Marek Hollý (asil8567)
Hey, if you are looking for a keymap that is complete, but ergonomic (unlike plans for this one), then check this out: https://blenderartists.org/t/a-proper-keymap-for-blender-2-8/1145406
Jan 4 2019
Ability to manually control affinity is crucial if one needs to use the PC for other tasks while also waiting for some long render to finish. In some cases, setting CPU priority to low is not enough to free up enough resources, fast enough so that other software does not lag.
Dec 19 2018
Here's a more graphical explanation of what I propose:
I am sorry but this really should not be left the way it is now. It's really beyond confusing. Imagine yourself being a new user and seeing this:
1, Tooltip says the button toggles if Move is affected by snapping settings
2, Currently active snapping setting is increment
3, Move button is disabled
4, YET when moving the objects with current snap settings configuration, it snaps to increments.
Dec 18 2018
Dec 13 2018
Dec 12 2018
Dec 4 2018
Dec 3 2018
Dec 1 2018
@Philipp Oeser (lichtwerk) Why was this closed and merged with an old duplicate report which has also been closed. No one will EVER find this yet this is crucial design flaw that should be fixed before 2.8 final release. Right now it's in some ultra-obscure TODO list no one ever looks at :(
Nov 30 2018
Nov 29 2018
Well... them I am back to having literally hours of my work wasted every month :(
Thanks for the fix.
Nov 28 2018
One more thing. In 2.79 it was possible to actually customize tool defaults in the input editor, and transform orientation was one of them:
In 2.8 unfortunately, all that is gone, and instead there's this weird thing :(
I guess I would be fine if the legacy transform tools (G, R, S) did not use this, and only new ones did. I will be using the new transform tools anyway, since with "click anywhere" functionality, they combine best of freeform tools and gizmo tools in one. But I understand that this may cause some code schizophrenia. If hitting X, Y or Z keys or holding down MMB while dragging a gizmo using "click anywhere" would use the new behavior, while using G, R, S keys would always use global, I, personally would be fine with it.
Yep, I am fine with just the one in outliner, and other one being somewhere else :)
I am just adding my vote that I also find Screen and Eye icons in the outliner confusing. I did not yet bring myself to look up and figure how it works. I did not understand it but with a few test clicks, I noticed that the screen icon appears to be a superset of the eye icon, so I just adapted the habit of always using the screen icon, as it does what I need it to do.
Yes, I guess that makes sense. In that case, I think that "Load UI" should be a persistent user preference, rather than something that resets every time you create a new scene or open blender.
@Campbell Barton (campbellbarton) Also, unfortunately, it doesn't appear to work with Middle Mouse Button drag gesture yet :/ That one still defaults to global space.
Yassss, thank you very much for this!
Nov 27 2018
I'm happy to finally see release confirms added. One more I am sure many would appreciate is if "Load UI" when opening .blend file was off by default. I am sure most people dislike their UI being shuffled around randomly when opening someone else's .blend file.
I've just tested 3ds Max, and it happens exactly as Campbell had described. If cursor is both over a gizmo handle and selectable item, then on click (mouse press and release) without cursor being moved, item is selected. When the mouse cursor is just on a selectable item, without gizmo on top, then the selection already happens on button down, not after the release.