CG generalist , freelancing with blender since 2005.
I work mostly in video/audiovisual, animation, motion design projects.
- User Since
- Jul 7 2006, 9:54 PM (653 w, 4 d)
CG generalist , freelancing with blender since 2005.
Wed, Jan 2
Looks like it can't find the icon "CLIP", I'm not sure but maybe it can be related to this commit :
Thu, Dec 27
the workflow is different in 2.8, you have to select the armature in object mode, then the cube, when in weight paint the armature bones will be selectable.
you can use the Alt-Z shortcut to display the armatures "In front"
Dec 16 2018
the curve must have a bevel , here is a test file :
this append to me too under linux with a GTX 780
Dec 15 2018
It looks like the camera frame is out of bound in your second windows, it's obvious if you set the camera "passepartout' value to maximum.
I haven't succeded to correct your layout, but I wounld't call this a bug, you need to re make the 2nd windows layout from scratch.
Dec 11 2018
Dec 3 2018
this is happening when using camera motion blur, I don't know if it's a bug or it's behaving as intended...
Dec 1 2018
This is happening to me too on Debian with a GTX 780
Nov 29 2018
But, one could also do the opposite - only have the eye in the Outliner, and then make the viewport toggle more hidden for specialized cases such as controlling visibility in linked files.
Nov 19 2018
It's going in the right direction ! sounds much simpler now !
I removed the ability here to set selectability per object type. I think this is not needed, and is easy to do in the Outliner anyway. Setting selectability per object type is too obscure and specialised, and something I think should be reserved for addons
Nov 4 2018
Hey, I've just tested the buggy files and they work fine with the buid from October 31 !
Oct 16 2018
It still append with today build , here is the crash log, tested on bug_02.blend
Oct 15 2018
Sep 17 2018
Sep 14 2018
It's not a bug, it's a limitation , for feature request you need to use right-click-select website
Sep 2 2018
Aug 31 2018
you should first look for help in blenderartist forum.
this is clearly not enough information for a bug report.
You can try to append your object in a fresh new .blend file , or try to open .blend1 file
Aug 29 2018
Aug 27 2018
Ouch sorry ! The object is called immeuble_05
Aug 26 2018
Aug 18 2018
May 12 2018
I think adding icons near each property add a lot of clutter...
current color code works well for keyframes and drivers, how about adding an icon only when a property is overidden ?
Also , what append in your proposal when an overhidden propertie is animated ?
Oct 13 2017
IMO I think as Sergey and Aaron suggested , having one effect with multiple blend modes is much better. It use less space in menus for a similar effect.
Also, many people don't know each blend mode and what they do, so they like to test them one by one. It would be easier with only one strip.
Oct 12 2017
Hello, I've used the VSE many times for doing color grading and finishing of animation done in blender, including many professional projects.
Having screen and overlay modes was simply my top secret feature request for the VSE , this is making some simple things possible like adding grain or light effect that don't blow out the image.
Other modes can be great to have but I think these ones are the most important missing ones.
Aug 8 2017
About your point 2/ it looks like old BBone behaviour when the bbone's curving was poping when switching bettwen edit and posemode. Now that we have also curving in pose mode what you're suggesting seems logicial and aligned with current design. Maybe having one bone influence the propertie (curvature) of another look more something beyond the scope of edit mode... Anyway this also put less try and error when settings theses bones. I think this change is for the best.
Jul 21 2017
This append (lol) to me some times...
In fact, if the geometry you're appending is already linked in the .blend file , chances are that it will re-link it into the scene instead of appending...
You can try to append the musket ball in a fresh new scene and see if it's linked.
Jul 16 2017
It makes things weirdier in your video because of the Shading/backface culling option turned on...
Then after apply scale what you see is only the inside of the model.
Hum, I don't want to seem pessimistic, but there have been already several attempts to make the sequencer faster. They've succeded a bit but it's indeed not enough compared to specialised softwares's performances.
From what I've heard it's very old code that is very hard to improve.
Jul 13 2017
@Diego Gangl (januz)
Mplayer can play image sequence but not always in realtime, I doubt that it can read .exr sequences too.
Media players and image sequences players shipped in softwares like maya or nuke are two differents things with differents purpose. They allow to cache in RAM images sequences impossible to read in realtime and you can see animation frame by frame at least.
Jun 15 2017
I've got the same issue with a recent 2.78.5 build on linux .
I've made a screenshot of my scene :
Alternatively, what we probably should have done from the start was to also have two sets of settings for this too. So you could set easing for the restpose and also for the final pose. Dunno if that would be of any use though... we can try that if this simpler fix is too restrictive :)
May 21 2017
May 18 2017
hum, are these bone on a protected bone layer ?
if not this is correct behaviour, at least for a few years...
Apr 13 2017
you should provide a simple .blend file showing the issue,
I suspect that the distortion may come from a wrong roll angle in the bones .
Apr 9 2017
It's not a bug, this is how ID passes work.
Unless Criptomatte or something similar (maybe AOV) is implemented I think this isn't going to be improved. But I may be wrong.
An ID is rendered in a pass as a color with the same value (ID 100 = white color of value 100) , now if we've got a blurry ID of 100 over an ID of 40, how do we know if the blurry ID is part of the ID 100 or the ID 40 ?
I think it's the case in other renderer as well .
May 27 2015
The same issue happened to me with a automatic build (eb799dc) :
Note that it works for me with the first point of the curve, the others don't work...
Here is a testfile :
Mar 19 2014
Feb 24 2014
Jan 2 2014
@Andrew Price (andrewprice) and NGMAT
Regarding 3D view focal length , Andrew's arguments to match the human eye make sense , but I think we still need to make a much higher focal length value . Because there also another factor to take into account that is distance to the subject.
Nov 29 2013
@Joerg Mueller (nexyon) : for negative frame, I've just tested it with default output and a .wav file, I was not aware of that issue.
I think it's convenient to be able to scrub in negative time and eventually store some temporary keyframes here. But if it creates some confusion it's maybe not a good idea to enable it by default, unless people know what they are doing.
In the end, I think the majority of people won't store keyframe + audio in this "negative time", but the ones who will do may have a little time guessing what's going on.
And there are chances if someone do some video/audio editing that he want to use this temporary space like with animation keys.
Maybe then it's better to leave the option off as it make a safer default, unless other people find this option useful in general ?
I'll ask some pro video editors and animators what they think about all this and post an ultimate comment if I think it's needed :)
Nov 22 2013
Nov 21 2013
@Gabriel Gazzán (gab3d) , hum true, but when you rotate the view it switch back to perspective, that's really annoying. In fact it makes the 5 shortcut completely useless.
And on the other hand, if you work in ortho , you don't have to change when you switch to top/front view.
Current default work fine for me, but I guess it really depends on personal workflow.
I agree with much of ideas here, I'll add allow negative frame = ON , I was talking with an animator at lunch that found it useful , for example to store temporary keyframes , I don't see any downside to it...
Nov 20 2013
about render format I think finally that 1080p 50% or maybe 75% is a nice choice... 1080p is a standard for TV (they ask for it even if finally they downscale it for diffusion) even Youtube support it. 720p (HD-ready) for me is a transitional format getting more and more obsolete. Having 1080p at 50% or 75% enable faster preview in rendering or opengl when you are in the beginning of your project.
Nov 17 2013
@William Reynish (billrey) , True ! it's a default setting that will always make somebody sad... As I work in video/motion design I found myself changing to 25 fps a lot. In fact it's mostly when I deal with audio. Half of the time I don't care of the 24fps settings and I think in terms of frames , so 25 = 1s , 125 = 5s ect...
But HDTV 1080p is a video format and IIRC not a film format that is more 2048x1080 , so 25 or 30 fps seems more consistent.
Also I believe it's more common to make TV or video work with blender than film, so having a TV/video fps make sense.
In fact it became truely important when dealing with audio, using sequencer or outputing video file. That said, I was not aware of the use of 24fps in animation, and that's a good point... Let see if someone else care about it as I do :)