- User Since
- Jun 27 2013, 8:00 AM (316 w, 3 d)
Apr 3 2019
Mar 1 2019
Using this with Blender 2.7x allows the redraw to be triggered based on the window event timer after switching windows. No matter what layout changed, this consistently redraws based on the window event timer.
Old Screencast_key addon for 2.7x
Feb 28 2019
Feb 23 2019
Feb 21 2019
Feb 20 2019
If you bind 'S' key + 'RMB' to an action, but other actions are bind to only 'S' or 'RMB', then the input of 'S' + 'RMB' will be consumed by the two other actions, resulting in the 'S'+'RMB' never ever being triggered.
You could try to get a different daily build, and it might start to work. A factory reset might help, too.
Jan 10 2019
Win 10 Pro, gtx 1080
Nov 18 2018
I just realized one possible problem of executing items on release. If a pie menu is executed by pressing S, and an option in it responds to S on release, then I move my mouse on a different option that's activated by a different hotkey, now releasing "S" key will have 2 possible outcomes, they might be fighting for priority. Or, even if I don't want to select any options, it would execute the option that's tagged with "S".
Nov 17 2018
Nov 16 2018
Not entirely sure how to handle these kinds of reports - I would tend to agree that this is actually a feature request, not a bug.
Nov 15 2018
Sep 22 2015
Well. now I am using 2.75a, and this happened to me. If I reinstall blender, will I lose my settings?
Oct 23 2014
May as well put a difference between grid floor scale and scene scale. Those two are totally different things. I did not know about the grid scale before, thus i went to change the scene scale, which just made all these trouble spawn one by one.
Oct 9 2014
This is the other post where I initially reported this "intended behavior". <-- sarcasm right here. But since I've discovered many new interesting conditions on this matter, I don't think it will be much helpful to read through it.
I'm sorry about the confusions, but I didn't have a clue of what is really the problem in the beginning. I only happens to know that my lattice isn't working properly because of all what has been the problem that all of us pointed out.
Oct 8 2014
I just want to update the 2nd point a bit.
Note to reset the fixed creation size of objects, a restart of blender application is needed. But sometimes restarting won't even reset it, I have no clue why.
Ok, I've find some interesting information on Blender artist forum.
Oct 7 2014
I can make a video and find a way to show you, to demonstrate the problem, if you insist.
Here is the original one without me applying the transform. Same thing is happening and I have not find any similar situation post on the internet.
Here is file I can't get it more simpler, but still have the problem I'm having.
Oct 3 2014
Oct 2 2014
Here is the .blend file, and the files I exported using group batch and single mode. they are 100 times bigger or smaller even in Autodesk FBX previewer, no need to import them into Maya or 3DsMax now and you can see what's wrong. I simplified the file and get rid of all but 4 groups of mesh left for the ease of your testing. (I did test the export after I simplified everything, it still gives me the different scale)
Sep 25 2014
Sep 24 2014
Btw, just to make it clear, when I export model individually, they appear in correct size both in UE4 editor and Maya. Which makes me think that this issue when I use batch export is definitely a bug.