- User Since
- Jan 25 2008, 8:59 AM (591 w, 2 d)
Fri, May 24
Thu, May 23
Tue, May 21
Mon, May 20
Not sure if it is known, but I can confirm it. Probably the option for panoramic should just be hidden from the UI in Eevee, since apparently it doesnt do anything yet. Maybe something for @Clément Foucault (fclem)?
Fri, May 17
Thu, May 16
Yeah, not a bug, but I totally agree.
@Bartosz Moniewski (monio) the area that creates links is much bigger for me. are you on a Retina display or something like that?
It's now in the App Menu (Click on the Blender logo in the upper left corner)
Found an interesting twist to this bug.
I have created a collection instance of the collection 'supergroup' in the first Scene, called 'supergroup_instance'.
If you open this file
'supergroup_instance' is selected. But only the Empty crosses of it are highlighted, not the outline.
Now if you exclude the collection 'supergroup' from the viewlayer with the checkmark toggle, 'supergroup_instance' becomes highlighted.
Sounds like something for @Dalai Felinto (dfelinto)? :)
Wed, May 15
But the auto-saving was added mainly to automatically save the QuickFavorites, wasnt it? So even if there is a save button, auto saving still has a good reason to be there.
I tested the file, it works okay when you add the camera solver constraint. No bug here.
Cameras don’t have tracking info by itself. You need to add the camera tracking constraint. When you solve and setup the tracking scene this gets added automatically. However, when you delete the camera and add a new one, that new camera does not have the tracking constraint yet.
Tue, May 14
Mon, May 13
Fri, May 10
Wed, May 8
The tooltip is totally misleading. Alt-Click hides it in all viewlayers, and also when you link the object/collection into other files, it does not affect viewports as in different 3D-viewports. And I agree that there should be the inverse for isolate.
Tue, May 7
Mon, May 6
I kind of agree with @Stanislav Ovcharov (Stan1) here.
If you are in User Preferences Window, there is a button to save them, very discoverable. Also, playing around with different configurations and settings is very common, and I for one would rather save those manually.
However, if I explicitly add something to the Quick Favorites (or presets, e.g.), I would expect those to be saved automatically. The Quick Favorites are less of a setting that I first have to try out in order to know what it does, like it is usually the case with the settings in User Prefs, but something that I already know how to use, which is why I add those to Quick Favs in the first place. So having those saved automatically seems logical to me.
Fri, May 3
Glad I could help! :) I'm closing this report now. (Marking as Invalid though, since it was not a bug in the first place)
I am not quite sure this is a bug.
Orthographic view, being orthographic, does not really have a camera in space you can move. So if you perform a hotkey that is meant to move a camera ("dolly zoom"), it seems very logical to then switch to a mode where you CAN move the camera, e.g. perspective view. The alternative would be to either not do anything at all, or to just perform a zoom. But in the case of the latter, there already is a shortcut that does exactly that: CTRL+MMB.
Thu, May 2
One thing that possible was removed by this as well was the line that appeared when you are moving a collection between other collections, indicating where a the collection would go. This is now missing, I think, and makes re-ordering collections a bit harder and less clear.
Wed, May 1
Tue, Apr 30
Yep, same happens in Edit Mode when you extrude something. Maybe related to rBe83d4d963766487919edb8858de0020ef2c3cfe8 ?
Mon, Apr 29
@William Reynish (billreynish) I'd like to add a change to Motion Tracking and Masking Workspace, related to this report: T63888
The default pivot point currently is 'Individual Origins', which is very unpractical, rather it should be changed to 'Median Point'.
Apr 25 2019
That is because the Pivot Point was set to 'Individual Origins'.
To change it, simply set the Pivot Point to 'Median Point'.
I am setting this report to 'Invalid', since it's not technically a bug, but it's a bad default setting. I might even be to blame for it, so I will take care to change the default.
Apr 24 2019
Sounds familiar: T63826
Apr 23 2019
@Jacques Lucke (JacquesLucke) Ok, I have been able to locate the possible root of the issue. It's related to the 'Object' setting in Texture Coordinates nodes in the object's material.
If I remove the entry in the Object field (in this case it's 'HLP_center.001'), I can go to Shading Workspace just fine.
In fact, if I create a new file with a new material, go to LookDev mode, add a texture with a mapping node and put e.g. the Light in the Object text field, Blender crashes immediately. At least it does for me.
I have rebuilt from scratch, even tried to build dependencies again, but still it crashes. The build from buildbot however doesnt. I have no idea what's going on. Obviously you cannot debug my system, but maybe you have an idea where the problem might come from?
My NVIDIA driver is also 418.56, btw.
Okay, must be some local problem, on my other machine it doesnt crash. Trying make clean now.
It opens fine for me as well, but as soon as I try to go to Shading Workspace it crashes, even with factory startup.
@Jacques Lucke (JacquesLucke) not quite sure if I am using gdb correctly, but here's my attempt of a backtrace: https://hastebin.com/godujuboza.shell
EDIT: Actually, I think there was something missing: https://hastebin.com/yugotomode.shell
Yeah, I am experiencing seemingly random crashes here as well. Couldn't figure out why yet either.
Apr 9 2019
Yep, can confirm that. It's really weird. Sometimes mask points move different than the others, sometimes the vector handles behave inconsitently, resulting in a deformed mask. I was able to reproduce it best when changing the selection status (all, none, single points).
Apr 4 2019
Apr 3 2019
Not sure if it would fix the problem, it will help that the problem doesnt even occur. If you tracked with the movie out of sync those tracks will probably still be problematic. But yes, building the timecode first and then doing the tracking should avoid that particular issue.
Whenever you track with a movie file rather than an image sequence you have to build either a proxy or just the timecode.
Otherwise it can get out of sync with lots of back and forth tracking etc.
I know it sucks, and I'd rather have that happen automatically in the background or so, but it is not a bug, as far as I know.
Apr 2 2019
What?? This was a super useful feature which I used all the time. Being able to duplicate a scene, linking object data but still being able to move objects independently around was great.
Okay, but now that it is gone, how can I make an object local and unique to the current file?
Mar 29 2019
Lol, that was fast :)
No, I don't have commit rights. Could you?
If those two menus are gone it get's rather annoying to get to the scene and viewlayer configuration that you need. I mean, usually there is just 1 properties editor open. And in most cases it will be set to something else than viewlayer or scene. So if you need to switch those you first have to navigate to these 2 (separate!) tabs, set scene and viewlayer and then go back to your previous properties tab.
Then there's fullscreen mode where you also sometimes need to change scene and/or viewlayer.
More importantly though there is the Video Editing workspace, which doesnt currently have an outliner. But especially there you have to have more than one scene in your file, if you wanna use a blender scene for editing. So you need to be able to switch scenes there. But adding an outliner there just for that? I don't know. I mean, is space really problem in the header bar? I would guess that the majority of Blender users do have at least an HD monitor, and there is plenty of space. I
That said, think @Brecht Van Lommel (brecht)'s solution could work well.
I know that I am probably not part of this vast majority of users, but Scenes and View Layers (or Renderlayers previously) have always been a curcial part of my workflow. And as soon as you start doing any kind of VFX view layers are necessary, and while not the majority I do think that there are quite a few VFX artists in the Blender community. I found it a very welcome step forward to have the info, which view I am an currently in, in the header bar.
@William Reynish (billreynish) I really like your proposal though to add the View Layer info in the outliner like in your last mockup, as well as putting those dropdowns in scene and viewlayer properties panels. I'd just like to keep them in the header as well.
Mar 28 2019
I cannot reproduce it here either (elementaryOS 0.4.1, based on Ubuntu 16.04, GTX1080). I can open and view PSD files just fine.
Mar 18 2019
These are both no bugs.
The first one is the effect of the setting "Auto Perspective" in Preferences > Navigation > Orbit & Pan.
The second one is the effect of "Clip Start" value being too high in your case. Go to the View Panel in 3D Viewport Sidebar ("N") and set Clip Start to 0.001 instead of 0.1. Then your cube will be visible even when you are zoomed in that far as in your case.
Mar 15 2019
Mar 13 2019
Hm, can't reproduce either anymore. weird...
Mar 11 2019
@Brecht Van Lommel (brecht) thanks so much for fixing! this makes so many things so much easier now! :)
Mar 9 2019
Hehe, yeah, with Blender's development speed you better compile immediately after finding a bug. It might already be fixed! :)
Thanks for the report, but if I am not mistaken this was fixed a few days ago: https://developer.blender.org/rB683e64247f060acbb8b9ba9178e7555dc57aa10b
@Dirk (d-egg), try again with a recent build.
Mar 8 2019
@Tim Stullich (tstullich) so sorry to have put you on this, I really thought this would be an easy one , especially because it works fine in preview rendering.... I better shut up next time :)
Mar 7 2019
I can confirm that.
In the scene below there are 2 cameras. The selected one (not the one you are looking through) has the
camera.data.shift_y value set to -1. If you hit CTRL+0 and make it the active viewport camera you see the grid changing. But the cycles rendered viewport only updates when you click anywhere.
Yep, crash confirmed. (Linux, GTX 1080, 2.80, ed24315c6309)
Project Format sounds really weird. I wouldn't expect the render dimensions behind it. I would prefer Output Size.
Mar 6 2019
I'm not sure, this just adds more space taken by UI organization elements? Sure, this is just my personal preference, and animators might disagree, but I don't see myself delibarately closing the Render Size Panel and only leaving Time open.
@Bastien Montagne (mont29) Don't worry, I find it very useful and was glad you brought it back today. I was missing it when the other two duplicate options were added. Though those are also very useful of course! :)
Same problem in the Clip Editor. If the Menu could at least be moved around it would help a lot.
Mar 5 2019
+1 from me!
For people who mostly render stills this would be an improvement. I could move the Time Panel to the very bottom, making output panels cleaner for me.
Mar 4 2019
Duplicating should definitely be possible, but wouldn't mind holding a modifier key for it. But yeah, consistency is important.
It's because the Camera is your active object currently. And the camera does not have material properties. Select the cube and you will see the material slot again.
Mar 2 2019
Feb 27 2019
Please provide a blendfile that demonstrates the bug then.
To me this doesnt sound like a bug, but like normal behavior.
The origin of a collection is always at 0,0,0. If you want to have the origin of the collection be at the same place as the object in your collection, you have to select the Cube, snap the cursor to the origin of the cursor and then go to the Collections Panel in object properties and choose "Set Offset from Cursor" in the little dropdown menu to the right.
If I try this here the collections work perfectly normal, the same way like in 2.79, so I would consider this not a bug.