- User Since
- Mar 24 2019, 10:17 PM (122 w, 2 d)
Tue, Jul 20
I'm late to the party but the patch doesn't work when you try to reconnect alembic caches. The option pan always closes (where it shows relative/absolute path). Should I make a new bug report?
Sun, Jul 18
Oh! I totally forgot about that bezier crash addon. That is still the issue. If I turn if off, it all works. It has not been fixed in 2.93 or 3.0.
Sat, Jul 17
Fri, Jul 9
I just saw how Pixar addresses the different naming conventions in Renderman. It's actually better than Maya.
2015!!! That's a 6 year old bug!
@Roman Timashev (roman) The solution is to use better FBX add-on.
Thu, Jul 8
I tried at the office on Linux on both 2.92 and 2.93 and it's fine so maybe it's a Mac thing?
One more thing: The animation is offset by one frame. In the example, the cameras are originally animated from 1 to 10, in Blender it becomes 2 to 11.
Addition: part of the problem comes from Maya's exporter. If the Maya settings don't correspond to the exporter setting, it won't work properly even in Maya. That being said, the previously included file called camTestY should work properly in Blender but it doesn't.
Correction: It's not Maya that is set tu Y up or Z up, it's the setting while exporting the FBX. Maya was set to Y up.
Jun 12 2021
Yeah, it's Cycle X only. :-/
Jun 11 2021
Jun 6 2021
May 17 2021
Apr 22 2021
Apr 13 2021
Hey guys. I had issues with internal corner losing their UVs as demonstrated here: https://youtu.be/VZub6OHlkHI?t=516
Mar 23 2021
Feb 25 2021
Feb 24 2021
Apparently, according to our sys admin,. the problem comes from Treadici, the software we use for remote working. It requires the P2000. So probably not a Blender issue after all.
Jan 25 2021
Jan 14 2021
Obviously you don't want to load texture images that are not needed. My example is a good one. 30 UDIMs, 5 textures per UDIMs, that make 150 images and they are all 8k. I only needed the textures for 2 UDIMs. So Blender should check first. Which UDIMs are "taken" by geometry. 1012 and 1013? Ok, I'll just load these textures then. Doesn't it make sense? :-)
Jan 12 2021
What shading? Was that on Eevee, Cycles or elsewhere?
Here you go. Once you relink the files, you will see that both images are loaded in memory even if the UVs are only in tile 1002. That's a major issue.
Jan 11 2021
Dec 10 2020
Dec 9 2020
Already done :-)
The add-on also crashed Blender on Mac.
Ok, I looked at the crash file and I saw this on the last line:
Dec 8 2020
Yes, default cube crashes too,
Dec 7 2020
Doesn't work with FBX either.
Dec 2 2020
You know, I logged the same bug for Maya in 2000 and again in 2017 (but in Maya the bug is only when you extrude in the Z axis) The big is still there. Now you know why I ditched Maya for Blender. Here, we already have two solutions. You guys rock!
Nov 30 2020
Nov 20 2020
The manual way to do this is to treat all segments separately, extend the geometry extruded on each segments and cut at the intersections. Maybe you could try this approach. I don't know if that helps.
Oct 27 2020
You have to understand that UDIMs are NOT an image sequence that needs to start at 1001. UDIMs only represents tiles. They can be non-sequential and they don't have to start at 1001. This is how it works in every software in the industry. The attached image is a perfectly valid UV setup that would work in every software but Blender. It's a show stopper. It breaks compatibility with other software. If I get a model from another vendor that it setup like that, I won't be able to use it in Blender.
You have to understand that UDIMs are NOT an image sequence that needs to start at 1001. UDIMs only represents tiles. They can be non-sequential and they don't have to start at 1001. This is how it works in every software in the industry. This is a perfectly valid UV setup that would work in every software but Blender.
Sep 20 2020
Sep 13 2020
In my case, it rebuilds every time I change a settings in the shader. I added a brightness contrast node. If I change any of the two parameters, it reloads. It's unusable. 2.90.0
Aug 25 2020
There is boundary automasking which already pins mesh borders.
In Maya, there's a cool feature for sculpting that I dearly miss. If you have vertices selected before going into the sculpt tool, then only the selected vertices will be affected by the sculpt tool, so no need to deal with masks (masks are also available). There are many ways to select vertices in Blender and that would be super useful. It's much faster than having to create masks. This is the point of view of a hard surface modeler. It seem like the sculpt tool was design with organic modelling in mind, X mirror being on by default (which is very annoying for hard surfaces). X mirror should not be turned on by default or at least it should be in the prefs somewhere to that the user can decide. OK, I'm done.
I tested it again and I realized that as soon as the mask reaches the edge of the geometry, it won't shrink again, so it's not only when everything is masked.
I wrote non-watertight because if you grow the mask all the way on a sphere, then it won't have a way to know from where to shrink, unless Blender keeps the history in memory. Anyway, as a user, I don't really care how the code works. If the function is called shrink mask and in that situation it doesn't do it, then it's a bug. :-) Cheers
Aug 23 2020
Aug 22 2020
Yeah, I see what you mean. So if you make keyframes but don't modify the handles at least once, the function doesn't work properly but if you do make a change, then it's ok. Well, now I have a workaround. Thanks Richard for taking the time to figure it out. Your help is appreciated. Cheer.
Aug 20 2020
You told me to read the documentation. This is what it says:
Aug 19 2020
No offense but when a tool doesn’t do what it’s supposed to do, that’s a bug. Here, it’s supposed to extrapolate the curves. That means keeping the tangents the way the are and extend them to infinity. This is not what’s going on. It screws up the animation curves and gives you a totally wrong result. Again, the tangents should not be modified at all when calling the function. The documentation is wrong as the example doesn't show what happens in the case I showed in my example. I gave you a picture to show you that it's broken. I would ask you to please reconsider.
Aug 15 2020
Jun 24 2020
I tried all the way back to 2.80. Looks like it never worked on my system. Or the nVidia driver was updated and it broke it. Hard to tell. I actually have two graphic cards, a 780 ti and a 980.
Jun 23 2020
Jun 18 2020
You rock! Thanks!
Jun 14 2020
Your help is appreciated. :-)
Jun 12 2020
I juste checked in Maya. At 30 fps, the animation runs from 1001 to 1075. If I switch Maya to 24, it goes from 1251 to 1344, so 93 frames. The animation is interpolated to match the new frame rate. This is just a single object but imagine if you get a vehicle with wheels and doors and all and half of them have negative values. that would be a major issue. There must be a way to fix that. Alembic is designed to move animated objects from one software to another. That's the main reason we use it, so you have to find a way to make it work. In our company we keep exchanging assets from Maya, Nuke, Houdini and Blender. Alembic is the only method that works on all platforms.
Well, no offense, but it must be mathematically possible if Maya and Nuke can handle them properly. Sometimes you get alembic file from client and you can't always ask them to regenerate them. Cheers :-)
Jun 9 2020
The problem is not with the frame range. If you play the animation at 30 and 24 fps, you will see that the animation itself is not the same. It's fine and smooth at 30 but at 24 the geometry flips back and forth. Just put a texture on it and you will see.
May 31 2020
I'm having the same issue with 2,83a. At one point the sim jus t stop working. I trued to save and I get the same error message.
May 29 2020
Looks like the problem has been fixed in 2.83a. I haven't been able to reproduce the problem.
May 27 2020
May 24 2020
Apr 25 2020
Apr 9 2020
What ever happened with this?I'm so glad I found this script. Definitively something that should be included with Blender. And having the possibility to decide if we want it as pixels or % is a must also. Cheers,
Apr 8 2020
Mar 27 2020
Sorry for the late response. I just tried with today's release of 2.83 and it's all good. Problem has been fixed apparently. :-)
Mar 5 2020
On the same file I sent you, sometime when I reopen the file, the explosion to the right will render in the viewport but not in the render view. The one on the right uses the principal volume and the one on the left is one I did myself. The one I did renders way faster but I can't get all the details and color variation that the principal volume shader does,. That's not a bug, it's me complementing you on your shader :-)
Feb 17 2020
Already fixed!?! You guys are mind-blowing! I logged some bugs for Maya in 1999 and they are still not resolved, seriously! Keep up the amazing work!
Feb 16 2020
Jan 29 2020
Thanks DonWippo! Deleting the outliner section actually removed other features.
Dec 29 2019
I actually don't understand why you need to make a tile list. I don't know of any 3D package the requires the user to create UDIMs. If you move the geometry outside 1,1, then it's on another UDIM and that's it. You just need to make sure that there's no overlap from one tile to another (a checking tool for that is a must). You can see on this image some geo where the UVs are on different UDIMs. But I didn't create them. I just moved the UVs where I wanted them.
In this case, you would not turn on the tile option. This is just regular UV mapping.
You (the user) don't want to rescan for textures. When you call the rendering engine, the engine will find the textures as it knows it's looking for UDIM textures (by choosing the tile option).
Actually, the way it works is the following. You open or import a file with UV spread on different UDIMs. Textures are irrelevant at this point as the UVs are part of the geometry. When you assign a textures (I use Maya as an example), when you select one of first tree options as mentioned in my previous message, the texture name will change from foo.0001.jpg (or foo.u1v1.jpg) to foo.<UDIM>.jpg. Then Maya will seek textures according to the UVs. If it finds a texture in UDIM 4,5 (or 4005), it will assign the corresponding texture to the geometry. UDIMs are not created according to textures, unless you manually create them.
Maybe this can help. Different software use different ways of dealing with UDIM names. Maybe it would be important to support all 3 systems as you never know where stuff may come from. This is from Maya.
Exactly. Can even have holes in the middle. They don't need to all touch each other.
You have to support tiles being in any order possible (but never go beyond 10 on a row, that's the standard). If you get a model, let say, from Turbosquid that has UDIMs, they may not be in the perfect order. Or if you delete part of your geometry and it creates gaps in the UDIMs, it needs to be supported. So generating the tiles dynamically according to the image name is the way to go. Otherwise it's pointless. Last model I worked on had aver 100 UDIMs. I don't see myself moving UVs around and renaming all textures. That would be insane. :-)
Here you go! :-)
Dec 27 2019
Dec 11 2019
I have the same issue. It started with 2.81. Wayne, ca you explain qhat you mean by "Delete the Outliner chunk from your modified keymap" please?
Jun 12 2019
This is what I get:
Jun 11 2019
Mouse. But in the video I posted above, the guy had the same problem with his trackpad.
May 15 2019
Could it be possible because I'm not running it as admin? I don't see why but just asking.
I tried to open the Pref Editor in the main window, no luck.
Apr 14 2019
Ok, either it's a bug or it's the way it was designed but I just realized that the ones that didn't get parented are the ones with selection icons turned off. Now the question is, if I do select something and want to parent it to something else, should it be influenced by wether the selection icon is turned on or off? Personally I think it should get parented no matter what. I did select them after all.