- User Since
- Aug 7 2017, 4:00 PM (80 w, 3 d)
Fri, Feb 1
Fri, Jan 25
Yepp, in the recent version it's gone. Thanks and sorry for pulling you off of your awesome work for nothing.
Jan 22 2019
Jan 5 2019
Dec 31 2018
Dec 30 2018
Dec 29 2018
Dec 27 2018
i found out that i still had the vertex group filtering on (but hidden since last blendfile closure), so only groups with f were shown. I'm very sorry for having stolen your time. I deleted all groups, the armature modifier and the parenting, and then re-parented with automatic weights, and apart from a not so great binding of the head and some of the eyes, the mesh now behaves more or less as expected. Only minor weight painting is now to be done. Many thanks for the push in the right direction, and thanks also in general for helping making Blender so awesome!
Great news. Thanks for that. I disabled "only origins". But when i tried to fix the double assignment of bone movement, i didn't find a envelope/weight switch but the one in the armature modifier of the mesh
Dec 25 2018
Oh, i see. Thnks for the info.
Dec 24 2018
Dec 23 2018
Dec 22 2018
I think blender wants to tell me that i can't have start- and endcap that are already skinned, because then they will be skinned twice. If i delete the skin modifier from the start- and endcap, it stops crashing:
...while the result is unexpected though.
Dec 19 2018
Linux Mint 19
Dec 18 2018
i think this is related: T59453
the image above already shows my simplified bug. Add a curve, subdivide it twice in edit mode, select the first contol point and hit ctrl-h.
Dec 17 2018
Linus Mint 19, GT630, 2.80 (sub 37), branch: blender2.8, commit date: 2018-12-15 22:49, hash: 4b545d1bbf4
I found the issue, but it is too embarrassing to tell. Sorry 1000 times!
@William Reynish (billreynish) Please use my blendfile and tell me if you can do them upright in 2.8. My particles aren't objects but groups (collections).
at least, when i subdivide a curve twice and then try to create a hook at the first point, it gets shifted away from the point:
Dec 16 2018
Dec 10 2018
Isn't it already odd that the bone chain after subdividing a single bone isn't [bone/bone.001/bone.002], but [bone/bone.002/bone.001]?
Dec 9 2018
Dec 7 2018
Dec 6 2018
I just noticed that the "exit" is at the window bottom. So it's just bad design. Sorry for the irritation. Task closed ;)
Does that mean i have to close the thread now? Sorry if my question sound silly. I'm still learning. I read your tooltip. Like that formula part.
Ah, i see. Objects don't have to be in collections! Thanks. That helped.
Dec 5 2018
Dec 4 2018
Here's how you can fix it:
Dec 3 2018
wow, i just found out that it's even more weird: With rotation turned off, after the halo-trick, try to change the seed. You will see that blender still assumes that you want rotation.
...but if you switch to halo rendering and back to object rendering, then the rotation is gone as expected.
Yes, absolutely. My mistake. This is the first time i take notice of that settings. Glad that little weld is still among us :) Thanks.
Please read again what Campbell wrote. You will want to open the t-panel in the shader editor, click and drag the selection button in order to switch from box select mode to simple select mode. With box select mode you can't use the cut thingy that you refer to, as well as other things like dragging nodes from everywhere.
Indeed a debatable design decision, since in simple selection mode you already can box select by rightclick and drag.