3D Graphic Novelist, Animator and Game Developer. I also helped build Gollum's face for LOTR, the Source Filmmaker and a worked on a few Valve games.
Now at Unity. (he/him/∆)
User Details
- User Since
- Feb 11 2018, 10:20 AM (228 w, 5 h)
Apr 25 2022
FYI, I'm getting a similar preview error if the asset browser is visible.
Mar 29 2022
Mar 28 2022
I just saw this thread. In case it's of any use to you for testing Aras, here's a dense polymesh from zbrush with the extra per vertex "polypaint" data. This is a pretty common obj variant. it should look like this when properly imported.
Mar 20 2022
here's a hacky catchall I used to force an update when all the other solutions failed me.
Mar 19 2022
Just adding enthusiasm here. This feature is going to open a lot of creative opportunities.
Dec 12 2021
Thanks so much @Michael (michael64), Much appreciated.
Dec 11 2021
Different issue then T93950.
Dec 10 2021
done.
Dec 8 2021
@Jeducious (jameshcrowther) man I had to chase this for ages to get a repro. I wrote an addon to do it. this addon loads a template file with a camera in it and tries to save it to a new file. it has something to do with just the presence of a camera in the loaded template scene.
Nov 6 2021
Hitting this too. so glad to find this thread.
Jun 8 2021
Thanks for the response. I like that it's not changing anything. I am wondering how to put characters in it so that they can be added to scenes without additional setup.
Will the asset manager support skinned armatures? I've got an armature with a skinned mesh parented inside it. when I select the armature and mark as asset, I only get the skeleton without the skinned mesh.
when I select both the armature and the mesh and mark as assets, I get them separately without the skinning connection "because of renaming".
Feb 6 2021
Dec 2 2020
Nov 27 2020
I'm basically trying to create lightweight memory blend files for my http://3dcomic.shop 3d comics. if I do it on disk I know I'll ignore the resource constraints present in the web browser so I want the whole chapter loaded into memory and not on disk (same as it will be in the browser)
Sep 7 2020
Aug 11 2020
Jun 15 2020
even if I turn specular and clearcoat to 0 on the default Principled BSDF shader, it's still a little brighter than the bake.
yeah I noticed that. I switched over to cycles and I'm still seeing dull specular. I wonder what it is...
Jun 14 2020
Jun 12 2020
cheers, thanks for the tip.
Jun 6 2020
Jun 5 2020
Confirmed it's fixed. Thankyou!!
Jun 1 2020
May 15 2020
I see this was marked as invalid. is there some other way to stop the tab key from toggling to pose mode on an armature?
May 13 2020
May 2 2020
Mar 14 2020
Mar 5 2020
Mar 2 2020
Jan 6 2020
Oct 29 2019
Oct 3 2019
Sep 30 2019
Sep 23 2019
interesting. what makes the click select+activate worth special casing then? is there some essential use case that requires a mismatch between selected bones and a deselected active bone?
hmm.. we might want to revisit this. if the user has clicked on a bone to make it active, then box selected a new set of bones (removing the highlight for the originally active bone) the UI is now displaying a stake state that is longer correct right?
both the viewport, and the outliner are saying that the highlighted bones are selected. but if the user performs an operation that requires an active bone, the box selected bones are ignored and only the last clicked bone is acted upon.
Sep 22 2019
Sep 21 2019
Sep 13 2019
After looking at it it a bit more, it looks like these issues are all because multires was not implemented as a conventional hierarchical subdiv and is instead storing the vertices relative to the edgewise linear interpolation of the parent level subdivision. it's also not adjusting the parent's cage vertice positions during level switching and instead only does a reshape when choosing "apply base" instead of on each level switch.
Sep 6 2019
Sep 3 2019
looks to still be a problem in
on further reflection, I think I made be misunderstanding the intended behaviour of multi-res. I was expecting it to behave like open subdiv (i.e. pixar, zbrush, maya etc)
http://graphics.pixar.com/opensubdiv/docs/release_34.html
hitting apply base on subdivided cube after modifying lowest and highest levels of subdivision is producing odd artifacts too.
Aug 20 2019
Aug 12 2019
Jul 26 2019
Jul 25 2019
Jun 18 2019
Mar 22 2019
Feb 7 2019
Just hit this trying to use "group remove" w a texture mask on a VertexWeightEdit Modifier as well.