User Details
- User Since
- Nov 18 2010, 6:18 PM (537 w, 13 h)
Aug 6 2020
I never use the cursor tool actually. I just noticed this has more options and we can do snapping. When i use the transform input it keeps Z up. So basically the default is set to view. Where the points the Z-axis to the viewer so to say.
Aug 3 2020
Jun 26 2020
This gets checked (and thus adds to the palette) when you use (in contrast to just holding without mouse click - which samples but doesnt add to the palette)
The status bar will tell you about the usage:
Ahh yeah holding S key starts picking color immediatly already. Though the help test could be more clearer that its actually ADDING that color.
Jun 23 2020
Jun 14 2020
IM sorry, i did have much time to look into how to work with this method of setting up a repo. I normally use Github for it's kind of work.
May 25 2020
May 7 2020
Apr 1 2020
Im on OSX, but what i don't fully understand is why do i need to fork or get the complete addon branch? Or am i not understanding it correct? SOrry for the fuzz
Mar 30 2020
It is based on quick access slot system and consists from numeric slots, that contains collection for quick access.
The symbol X means that there is no collection in the slot because the collection was not created.
QCD system (both GUI widget and shortcuts) can be turned off in addons preferences.
@Antonio Vazquez (antoniov) ive looked a bit into how to work with that. I haven't found a method to only make a patch for single addons. Is it correct i need to fork all of them? I normally use github for this kind of stuff. I know nothing about the other. Ill try my best to figure out everything.
Like i said, check Blender now and there are addons which have more advanced implementation of what he is showing. THere are already 3 addons with building elements like this ; Archimesh, Archipack, JARCH viz. Check those out
Mar 29 2020
Ive added more sorting methods which i believe work better. Also added CSS and fixed KPL and ASE import. Its almost done, i couldn't get it all working for the release though. Im still working on a function which can also restore the order if the user doesn't like the result of the sorting.
Is this comment CLOG_WARN now being hidden?
I tried it and it does work. Though i believe i need to run them again to make them actually change all buttons. Ive tried adding the add set up so they are read when keymap is read back in and don't reset to defaults. I find my method works better then current behavior because i cant change anything. Now i can change it afterward :)
Mar 20 2020
Thanks for the help and for noting about saving those properties. I have not read yet that this is bad practice.
There is something else with this issue. I get a "Segmentation fault: 11" crash when i simply try to open a addo pref panel?
Mar 19 2020
I wonder why this preferences isnt added, i read this is by design. But if one uses a keymap and uses that same keymap on a different system. He can never change the preferences part which shows at the top.
PS i noticed some of Blender enum menu's also show this weird horizontal tabbing. For instance in Preferences > Addons > Sort Menu
Perhaps here its intentional since its probably more clear to read like this compared to a big list. But it looks kinda sloppy, its not aligning nice
Looks like v2.4.1 does fix it in bl 2.83, CPU is now steady around 5%
Wow this addon expanded quickly, looks nice but looks way more complicated then before. Perhaps it is mentioned earlier, but is it perhaps an idea to have a simplefied GUI like how it looked before? Currently it looks quite overwhelming with all the buttons and short names. I understand its a complex topic, but the simple GUI it had prior was super nice for simple stuff.
PS should the addon show "No projects available in your Blender Cloud", at least if i look in blender.py #114, this where it gets the enum and should return "No projects"
I see this is closed but states invalid, since its not a bug. Im now using 1.16 on OSX and still see this error in the console.
Mar 18 2020
I have same issue but also wonder why other items from EEVEE do work then?
BLender API shows a different solution i just noticed.
It seems it makes columns using that, not the separator as does with a menu
Im tried using this in an enum menu and it divides dropdown into two parts? I also tried with ("", "", "", "", 0) but shows the same. Leaving out 0 returns error. Using bl2.82 on OSX
Mar 13 2020
Why is that Technical Doc link closed for the reason of "Invalid"?
Mar 5 2020
So i need to go to rightclickselect i guess, right
In addition to this, the manual does state only vertex groups get the applied effect. I also check 2.79 and it showed same behavior
Feb 19 2020
Feb 17 2020
I sometimes used it to make sure link are live and working. Also tend to use in some addon to check items
Is it possible to make the search function loop. Now when doing a search and you at the end of doc, you need scroll to the top. Click to set cursor, then you can search again. This is tedious and a lot of hustle. Optional functions like search selection or direction would be nice as well
I think i got a cleaner solution for the part adding it to the color palette. Adding it as a sub-panel is much cleaner and also confirm Blenders UI. This setup also allows for possible expansion. I want to see if i can add more file types like XML and CSS for instance
Feb 16 2020
I added an option to the preferences so user can choose whether or not to show the importers in the Color Palettes
PS in my personal addon i got it also to work with the paint addon which comes with Blender now. Is it an idea to add this in the preferences, so a user can decide to add the imported palettes to that one as well? I tried looking into adding a preset, but its setup is completely different. I am able to add the colors. But adding a palette for that one is hard for me to achieve
Well many hours later now, i finally got it working properly. It took me ages to find test files for Krita. I only found gpl (gimp) files. I have not found their new palette file KPL yet. I noticed with GPL files that sometimes there are empty lines, so i now skip over those. Also here i go the naming for the palette properly working now. I also added function that it makes the palette active, i think that is what a user wants right?
Feb 15 2020
I see that the structure of an ASE file from photoshop is different than the one from https://color.adobe.com/
Just noticed a new issue. ASE files exported from Photoshop on OSX dont seem to get imported, i dont see any error. I did export a version with more than the standard 5 colors they normally have.
Okay took a while to get it to work. Basically this uses exact same code as mine. But they stripped out the exporter part and also implemented a different method for importing the 2 separate importers. The issue is that the original script sends a the results to itself again when it find the word "swatches". But the mehtod they use now for loading filepath causes big issues with that.
Using that version from Github also allows you to export to ASE files. I also get Pablos part to work using the normal palette in Blender
PS lots of code looks same as the source ive found on github. The one from github import the data without issues.
https://github.com/nsfmc/swatch
Feb 14 2020
Feb 4 2020
Not sure why, but this "Testing" is not there. I normally manually move over addons from addon_contrib folder to main addon folder. Why not add a sub-section in the addon panel or add that folder to the enum-menu?
Jan 14 2020
I just tried 2.81 by making a texture without saving and making new document. It did ask me to save and also showed the checkmark. I tried it again reopening and doing again some strokes and again it showed the checkbox.
Dec 27 2019
Dec 24 2019
Anyone got an idea why its no more in 2.82?
Nov 1 2019
First i thought that custum properties would not update as well, but they work fine. Its with the frame_change_post when it does not work.
Oct 31 2019
Thanks @Damien Picard (pioverfour) for pointing in the correct direction. Ill make a bug post for this.
Oct 28 2019
I know this is an old post, but why do custom properties dont update when doing animation render?
Guys, i found another issue perhaps. This addon is call counter. It can add a couple methods to show a counter in in render frame. In the viewport and on single renders it works just fine. But when rendering an animation the property doesnt update?
Im not sure i followed along properly. BUt when saving filmic look in EXR it does not show or save the FILMIC look into it. I tried both Full and Half Float as well all compression methods. It does get save to 8/16 TIFF though?
Oct 25 2019
Im running into the same issue on OSX 10.11.6 using bl 2.81 Beta
Oct 24 2019
Here's another interesting comparing shot. Ive used a cylinder which tapers on the inside from thin to thick. Than i used the same mat, but each time had 2 of the Scatter Radius settings to 1 but leave on at 0. Notice how the one with green at zero shows a lot of green on the surface. While the other dont show that, the blue does show it a bit, but red does, not.
Ive tried making simple scene with the material from scratch. It didnt show the effect that strong, so i imported the material and made it as plain as possible.
Oct 23 2019
I know you can copy, but only when some other mesh is selected. If its a object base group, then a dropdown selector could be useful perhaps?!
I had this same question and made a post about it as well. Than why is it show under data panel? Is it so that its close to the data properties, that does make it easier. But its very confusing of why these are not transferred.
Oct 22 2019
I bumped into these after perhaps finding an issue with the Subsurface scattering radius. Values of 0 results in color tone of that RGB channel.
Oct 11 2019
Bake all in general doesnt do anything. It my last test, also cloth or other items wont start baking when using "Bake all". I haven tested 2.81 or latest build though.
Oct 7 2019
I see new build, 2.81 (sub 14), branch: master, commit date: 2019-10-06 14:05, hash: rB54a9649e2636, works now. I do see lots of errors from keymaps, not sure which addon this produces these errors though. This is just a small part of the errors
arning: property 'tab' not found in keymap item 'OperatorProperties' Warning: property 'tab' not found in keymap item 'OperatorProperties' Warning: property 'tab' not found in keymap item 'OperatorProperties' Warning: property 'tab' not found in keymap item 'OperatorProperties' Warning: property 'tab' not found in keymap item 'OperatorProperties' Warning: property 'tab' not found in keymap item 'OperatorProperties' Warning: property 'tab' not found in keymap item 'OperatorProperties' Warning: property 'tab' not found in keymap item 'OperatorProperties' Warning: property 'tab' not found in keymap item 'OperatorProperties' Warning: property 'tab' not found in keymap item 'OperatorProperties' Warning: property 'tab' not found in keymap item 'OperatorProperties' Warning: property 'tab' not found in keymap item 'OperatorProperties' Warning: property 'tab' not found in keymap item 'OperatorProperties' Warning: property 'tab' not found in keymap item 'OperatorProperties' Warning: property 'tab' not found in keymap item 'OperatorProperties' Warning: property 'tab' not found in keymap item 'OperatorProperties' Warning: property 'tab' not found in keymap item 'OperatorProperties' Warning: property 'tab' not found in keymap item 'OperatorProperties' Warning: property 'tab' not found in keymap item 'OperatorProperties' Warning: property 'tab' not found in keymap item 'OperatorProperties' Warning: property 'tab' not found in keymap item 'OperatorProperties' Warning: property 'tab' not found in keymap item 'OperatorProperties' Warning: property 'with_menu' not found in keymap item 'OperatorProperties' Warning: property 'with_menu' not found in keymap item 'OperatorProperties' Warning: property 'option' not found in keymap item 'OperatorProperties' Warning: property 'option' not found in keymap item 'OperatorProperties' Warning: property 'option' not found in keymap item 'OperatorProperties' Warning: property 'option' not found in keymap item 'OperatorProperties' Warning: property 'option' not found in keymap item 'OperatorProperties' Warning: property 'option' not found in keymap item 'OperatorProperties' Warning: property 'option' not found in keymap item 'OperatorProperties' Warning: property 'option' not found in keymap item 'OperatorProperties' Warning: property 'option' not found in keymap item 'OperatorProperties' Warning: property 'option' not found in keymap item 'OperatorProperties' Warning: property 'option' not found in keymap item 'OperatorProperties' Warning: property 'option' not found in keymap item 'OperatorProperties' Warning: property 'option' not found in keymap item 'OperatorProperties' Warning: property 'option' not found in keymap item 'OperatorProperties' Warning: property 'replace' not found in keymap item 'OperatorProperties' Warning: property 'use_node_name' not found in keymap item 'OperatorProperties' Warning: property 'use_outputs_names' not found in keymap item 'OperatorProperties' Warning: property 'replace' not found in keymap item 'OperatorProperties' Warning: property 'use_node_name' not found in keymap item 'OperatorProperties' Warning: property 'use_outputs_names' not found in keymap item 'OperatorProperties' Warning: property 'replace' not found in keymap item 'OperatorProperties' Warning: property 'use_node_name' not found in keymap item 'OperatorProperties' Warning: property 'use_outputs_names' not found in keymap item 'OperatorProperties' Warning: property 'replace' not found in keymap item 'OperatorProperties' Warning: property 'use_node_name' not found in keymap item 'OperatorProperties' Warning: property 'use_outputs_names' not found in keymap item 'OperatorProperties' Warning: property 'replace' not found in keymap item 'OperatorProperties' Warning: property 'use_node_name' not found in keymap item 'OperatorProperties' Warning: property 'use_outputs_names' not found in keymap item 'OperatorProperties' Warning: property 'replace' not found in keymap item 'OperatorProperties' Warning: property 'use_node_name' not found in keymap item 'OperatorProperties' Warning: property 'use_outputs_names' not found in keymap item 'OperatorProperties' Warning: property 'blend_type' not found in keymap item 'OperatorProperties' Warning: property 'operation' not found in keymap item 'OperatorProperties' Warning: property 'blend_type' not found in keymap item 'OperatorProperties' Warning: property 'operation' not found in keymap item 'OperatorProperties' Warning: property 'blend_type' not found in keymap item 'OperatorProperties' Warning: property 'operation' not found in keymap item 'OperatorProperties' Warning: property 'blend_type' not found in keymap item 'OperatorProperties' Warning: property 'operation' not found in keymap item 'OperatorProperties' Warning: property 'blend_type' not found in keymap item 'OperatorProperties' Warning: property 'operation' not found in keymap item 'OperatorProperties' Warning: property 'blend_type' not found in keymap item 'OperatorProperties' Warning: property 'operation' not found in keymap item 'OperatorProperties' Warning: property 'blend_type' not found in keymap item 'OperatorProperties' Warning: property 'operation' not found in keymap item 'OperatorProperties' Warning: property 'blend_type' not found in keymap item 'OperatorProperties'
Oct 2 2019
I tried this build blender-2.81-3b23685c7dc1 1 October 23:38 and it does crash. Though i get a different error now.
Oct 1 2019
I checked it again. I made a mistake here, i use a shortcut to 2.81 to run it so i have the console. It started an old version which still works
Downloaded it this morning from https://builder.blender.org/download/
Just wanted to let you know this build works; 2.81 (sub 9), 6be3348505ce, 2019-09-09 17:22
Sep 30 2019
I see this is closed, is there a build which i can test? I tried the one from Blender official site, but that doesnt work yet. That was a build from Sunday (September 29, 23:15:39 - ff10ff782bde)
Sep 26 2019
What does that mean "revert to the old spinlock for now"? Probably that is in context to that article you linked @Brecht Van Lommel (brecht)
Sep 25 2019
Sep 24 2019
I see 2.81 daily builds also crash on OSX for 2 days know. Yesterday console showed something about illegal action??
Today i see this
dyld: lazy symbol binding failed: Symbol not found: _os_unfair_lock_lock Referenced from: /Applications/blender-2.81/Blender.app/Contents/MacOS/Blender Expected in: /usr/lib/libSystem.B.dylib
Sep 21 2019
It does sound like I'm complaining didn't I.
Sep 20 2019
More robust, in what method? The current method is sort of hidden and to tedious. The only thing my addon does is save your adjust Meta Rig using the operator which is already in Rigify, but sort if hidden, than its saves it to a preset folder. Because i prefer more customized saving method, it looks perhaps to complicated. You can use Blender standard method for saving presets, but than means one big messy folder. Mine looks a bit messy cause of the naming i guess. Its quite simple what it actually does, nothing fancy
Sep 18 2019
Okay, but why is i such a hustle to add a sequence of images then? Should this be as easy as in the rest of the app, seems inconsistent behavior to me
Sep 14 2019
Here's an old video but actually shows really well what the issue is adding image sequence in the VSE. It show that the adding a checkbox makes it so much easier to add a image sequence
Sep 11 2019
I looked at this addon today because i wanted to test animation export. I needed to get some animation in bl 2.79 and to do so i used the MeshCache modifier. We have 2 options here either use MMD or PC2, im not really familiar with both. BUt i remember seeing a tutorial from quite some years ago which used MMD.
I just bumped into this thread looking at some updates done on addons. Last year i made an addon which allows for much easier custom MetaRig save. This option is already in the addon, but it only saves a py file and thus not handy for reuse. Therefor i made the addon which easily saves your custom MetaRig so you can load when Blender is reloaded, it will show in the add menu. The addon can also save rig settings.
Sep 5 2019
Sweet, so its fixed i guess. Im not sure if all is fixed. Is there more info on that?
Aug 30 2019
I understand, but this worked in release candidates and prior. I did not see any info that bl_idname for menus explicitly needs _mt_ in the idname as well. That's not quite clear on the info page
Aug 23 2019
I'm not sure how it went from broken and issue with updates to a fixed version. Weren't there issues with the depsgraph?
Aug 22 2019
Yes sorry for missing file. Ive tried adding the minimal parts need to reproduce this. Prior this would work when only the Class header had _MT_ in it. I think since release candidate 1 or 2 it stopped. Until yesterday i didn't looked at it. but had to since i wanted to update an addon. I noticed that now the bl_idname also needs _MT_ in it properly. Yet operators still work using say qs.quick_switch.
Aug 21 2019
Aug 17 2019
I was testing out this behavior as i was pointed out by this user, https://www.youtube.com/watch?v=-Cr2e_gkee0&lc=UgwE81_uDcx-w6oNP6F4AaABAg.8yhppHkBkzR8yhwznBuODn, that by pressing ctrl + N still allows to start a new file without the prompt. Im on OSX and do see the prompt now and then. Yet today i tried this ctrl + N or cmd + N and it still happens. Either with a blanc new scene with simple movement of camera or an open scene which is not yet saved. I can quite and no prompt shows.