- User Since
- Jun 4 2010, 1:00 AM (506 w, 2 d)
Thu, Feb 13
Tue, Feb 4
As far as I can see, this issue has been fixed. I can no longer reproduce it either.
Fri, Jan 24
Wed, Jan 22
Jan 15 2020
Jan 14 2020
Doesn't look like you did anything wrong. The uv_on_emitter function seems to cause a segmentation fault. Here's the backtrace:
Jan 12 2020
Jan 10 2020
The problem with mirroring the metaball assembly version would be (or should be) fixed by being able to apply all transforms to the metaball assembly items. But if you try to do that, all of the items disappear (when applying the scale), which is definitely a bug.
I have inspected the your file. The "weird rotation" you see when you attempt to mirror the metaballs is the result of the practical problem of mirroring any object that has a non-zero orientation (it can't be done in global space). As such, this is not a bug.
Jan 9 2020
Sorry, this is not a valid bug report. You must provide more information and specific steps to reproduce the issue.
I can confirm this. I have also experienced this exact issue, but I was unable to reproduce it reliably in a new file.
Jan 8 2020
Ahhhh, I'm dumb for this one. I should have studied this issue more closely. Sorry to clog up the queue. Thank you for your work!
Jan 6 2020
Wait, I see now that you have not misunderstood anything. But I still don't think this is a matter of confusing names or icons. The tool's intended functions are quite clear already- they're just switched! One simply does what the other ought to do!
@Philipp Oeser (lichtwerk) please repeat the steps with the transform side panel visible (N). You will notice that the tool which is called "Bone Envelope" does not alter the bone's envelope distance value at all. It only effects the radius size of the bone's head and/or tail. Likewise, the tool which is called "Bone Size" affects only the envelope distance, and not the radius (size) of anything. It's backwards.
Jan 4 2020
Jan 3 2020
I can confirm, although this issue seems to be caused specifically by how the period character is ordered, not by string length. For instance, if you remove the period or replace it with white space, the order works again as one might expect.
Jan 2 2020
Dec 20 2019
Good find. This appears to affect the main "Help" > "Python API Reference" link as well.
This report does not contain all the requested information, which is required for us to investigate the issue.
I can no longer reproduce this bug as of 2.81a. It was probably removed in the 2.80 overhaul. Great job developers!
Nov 30 2019
Oct 25 2019
I understand the issue now. It's not a bug; you are misunderstanding the color math!
I'm unable to reproduce this issue. Can you include a .blend file which gives this result?
Oct 24 2019
Oct 23 2019
I can confirm this behavior. However, this only affects the interface. You do not lose the rendered image, nor is the render cancelled. It can still be retrieved with "Show Render" (f11)
Oct 2 2019
Color management can be tricky and misleading, but I don't believe this is a valid todo.
Aug 26 2019
Glad I could help! To answer your other question, the node setup you have is definitely not the best way to save render passes (although I've been forced to do the same thing in order to work with legacy pipelines). Look into the Multilayer OpenEXR format. Choosing this option in your main output settings will cause all enabled render passes to automatically save to a single .EXR file without any node work or technically incorrect color transforms.
The appended node groups in your example file are quite simple so those probably aren't the cause of your issue.
Aug 13 2019
Confirmed on my end!
2 weeks, no response. Hope the issue went away!
Aug 1 2019
Glad it all worked out!
Jul 30 2019
Jul 29 2019
What language is your keyboard? If you go to File > Defaults > Load Factory Settings, does the problem persist afterwards?
Jul 28 2019
as @Gavin Scott (Zoot) says... this is a feature, not a bug!
Your issue is not caused by nodes. Transparency is disabled on Eevee materials by default. Check the "Blend Mode" parameter under your material settings.
Jul 26 2019
Thanks for taking the time to post a video! Unfortunately, what you're experiencing still looks normal to me.
Jul 24 2019
Jul 23 2019
Jul 22 2019
It is common for Blender to freeze up during GPU render. Is this a new issue for you? If so, can you identify under which version the issue began?
Jul 21 2019
I believe it! Perhaps this has gone undetected because "easing" and "normalize" are both under-utilized in Blender. But it's definitely not helpful.
Jul 20 2019
Jul 15 2019
Jul 13 2019
Jul 12 2019
May I elevate the priority of this bug? Sorry to do this to my own report, but 4 out of 9 sculpt tools are broken for Grease Pencil objects with a non-zero transform. This seems like a severe issue!
Jul 11 2019
Sorry, this is not a support forum. If you believe this problem is caused by a bug in Blender, you will need to provide more information in your report, such as the model of keyboard that you have, and exactly what happens when it fails.
Jul 10 2019
Jul 9 2019
Jul 8 2019
This is a known limitation with the way the Blender reads certain video files. Sometimes the wrong frame of the video will be displayed in the viewport. This can often be corrected by using an image sequence instead of a video file.
Jul 4 2019
I understand now, and I agree that this is not ideal behavior.
This report has no information
The Lattice Modifier is not working because there is no lattice in your scene. That's a cube.
Jul 3 2019
Sorry, this is not a support forum. Try downloading the .zip file instead of the installer.
This looks like the expected behavior to me. "Indirect Only" means that the collection casts shadows and reflections, but does not appear directly. If the object appeared as a holdout, that would be direct shading.
Jul 2 2019
The above solution aims to fix a small design flaw with an entire UI overhaul. With respect, I would like to suggest a simple fix instead:
I don't see any reason why workspaces in the "add workspace" menu should be disabled or inactive at all. The "disabling" only takes effect if a workspace of the same name already exists, but that is pointless. It is rather like disabling "Add Cube" if an object named "Cube" already exists in the scene.
Jun 28 2019
Jun 27 2019
Jun 25 2019
Unicode characters do not need to be individually implemented in Blender in order to show up in fonts that support them. That would be an insane amount of work! Blender just passes the unicode data to the font, and either the font has that character or it doesn't. Bfont, in this case, doesn't have a lot of characters that other fonts do.
Jun 24 2019
This is a shortcoming of the Bfont font, which is rather old and ugly and does not contain a lot of glyphs (including the € symbol, I just noticed). Perhaps the font could do with an update, but this is not a bug.
I was able to reproduce this with all of the navigation gizmos, but only the navigation gizmos. None of the other buttons fail to reset when the mouse enters another window. Strange!
I cannot reproduce this issue. What button do you mean by "tweak"?
Jun 22 2019
Confirmed on my end! Although to be honest I feel like this would be a bigger bug if it didn't crash...
Jun 19 2019
Jun 17 2019
Understood. I won't touch the built-in icons (they look fine anyway)
Jun 16 2019
Jun 15 2019
Jun 14 2019
Jun 12 2019
That file appears to be corrupted. Try to find the .blend1 backup of the file, which might still be good, and remember to backup your files in the future.
Jun 11 2019
Could be an unrelated bug, but I also seem to be having trouble assigning weights in edit mode. Only for certain objects, though-- I can't get it to reproduce reliably