- User Since
- Jan 9 2016, 3:42 PM (171 w, 2 d)
Yes as you said. bpy.context.object["prop"} is right. then I do not complain about it you already notice. the problem is info window record wrong path.
And thanks confirm. Then It is for user who try to learn bpy with blender bpy documents. But I have not thought there is case , info show wrong path.
Sun, Apr 21
now I can use "F9" redo (same as blender 2.7), but it can easy disappear without intention, when cursor locate out of the menu range.
Of course, the good thing is it can move as I need. Current ”redo" panel (bottom right coner) and "F9" have pro and con. but do same thing.
When cube object is member of "collection1" and "collection2", "unlink" can remove cube only from current selected collection. It is reasonable.
But when cube is grouped as "collection1" only, then unlink not remove cube only from "collection1" but unlink from "Scenecollection" then now cube becom as orphan data.
Fri, Apr 19
As for me, at least current status (redo floating panel stick the left corner of bottom, in each 3d view, ) is really annoying (though I gradually accept it).
Thu, Apr 18
Can I add request here, as really non- pro fessional but hobby user for rig-fy rig?
Wed, Apr 17
You may need to use "bpy.context.scene.cursor.rotation_mode" , not "bpy.context.scene.rotation_mode" to set 3d cursor rotation_mode.
I can confirm it work from console input or script.
Tue, Apr 16
@Philipp Kant (philipp) Really thanks quick revison
Mon, Apr 15
Wed, Apr 10
I really thanks Mikhail make this report, and Sergey offer way how to up-date correctly.
Mon, Apr 8
Sun, Apr 7
sorry C4005 is almost no problem. (or I usually see it when I build blender(
Thanks to commit, but I still see "C2220" error with new warning file (I suspect last warning file is matter, but I do not know,,)
c:\myprograms\blender279-git\lib\win64_vc14\openimageio\include\openimageio\missing_math.h(112): warning C4005: 'copysign':
I could confirm. It seems, When Parent 2 objects with different option (bone relative , and bone), Object which parent as " bone relative" change " bone parent"
In edit mode, move bone, and return object mode, now both child objects location follow bone transform in edit mode.
Sat, Apr 6
May need full log? becaues it seems change about warning ffile. when I build again. (though I see same C2220 error message)
Tue, Apr 2
Thanks change priority. Then why it is so important, I lost way to move vertex along current normal, or local axis with posing (by armature modifier)
If it is only matter about manipulatior position, most of case I just use short-cut with axis direction, then Manipulatior position is not so important. Corrective shape for bone often need to pull out ,in along normal direction of mesh.
I ask here again. Is there any developer who plan to solve it? Because this report was offered about 2.78a . At least if developer think it just a visual issue.
Of course. but developers keep priority as normal. I afraid, there will be no developer to solve it.
Sorry my manner. for non native user, sometimes report detail need more time. But It never just a limitation. Have you ever edit armatered mesh for animation etc?
Why I ask it, I believe priority not depend by developer. Of course I can only ask develpers to slove problems.
I hope another developer check it again. Then if others need to scrren recording for this topic, I will do.
Mon, Apr 1
I can reproduce It when I use "OPEN GL multi sampling" in user preference.
Mar 7 2019
I could see same problem. All scene which I saved with 2.8 armature which use driver expressions as function (generated by add on)
Mar 6 2019
Thanks Canmpbell you find this report and finally confrimed by developer
Mar 1 2019
When I change property of the history propert menu with option "Apply shape keys in edit mode" ,
blender clash ,or freeze after all clash, and get this message.So it is not only about transform values.
Feb 27 2019
Then for more precise report, would not you offer "Proper procedure to generate "stack trace" after build this" full debug" version?
And I up-date java , then hide 2.80 script folda again. and run again. now I can run this version (full debug mode build).
Usually I use "make release" for CUDA kernels but anyway I tried to make a build with "make full debug" version as you suggested.
I rename 2.8 folda in appData and, it load default blender setting start scene. (no add on, and all setting change as blender default,, (left-click to r-click, and font size etc)
Feb 26 2019
It is current test with up-load scene. I just re-load scene. and video decode. Do you have some idea, what I may need to try?
So I really lost a way. but thanks you test too.
Thank to take time,,
Then about my first attached blend file, I forgot to keep activate "Apply shape keys in edit mode" for my test.
So if you test with first one, untill you set it as active, this problem are hidden. Then I re-make blend file to test easy. so other one need to test,, use it please.
I do not think, it is caused my compile process. because I see no problem when build with Cmake.
Anyway I tried as you suggested, download recent 2.8 build zip, from buildbot for windows 64bit ,then run it.
But just see same crash.
I attach video (wmv). Though in movie, I input values (and wrong values first,,) but it not matter.
slider can not work too.
When I use gizmo of each transform tools, I can see now axis change then fit current cursor rotation.
or I can change tool (transform to roate etc), or hide tool once then un-hide solve it.
I test with dbug-all mode. with default cube. (this time add one shape key with base) but crash. and show EXCEPTION_ACCESS_VIOLATION Error This log help to find problem?
Jacques Thanks to take your time . I up-date and build 2.8 now. but it still show same crash.
Just to confitm, did you set "Apply shape keys in edit mode " as Active?
I just test default cube again , and add only one shape key (default it named as base), then "Apply shape keys in edit mode" as Active. (though if there is only one shape key, it have no mean, but to test easy)
this option is usually used to edit active shape key, with keep other shape key defomation)
Feb 25 2019
I now understand, this tool '(IK2FK, FK2IK) need to set "key" on timeline . I just test it without set key for bones and posing, or select active pose in poselibrary, and have expected itwork as same as property tab (but auto change values an setting of IK FK ) by one click.
Feb 24 2019
I summarize key points
Feb 23 2019
This problem, manipulator gizmo not offer visual transformed position (with armature posing)
not just a visual issue. There are many case which we need to get pivot and axis of visual transform.
Jan 27 2019
What I think about these covered (complex?) eye meshes ,
I can only use transparent BSDF with mix reflection shader to show reflection.
though it not correct way, but at least it show some reasonable eyes.
Jan 6 2019
Sorry I miss report , it is caused by plug in, which try to hide refraction part in modifier,
to remove eevee bug, then could not render correctly.
Dec 26 2018
I still see same crash (windows 10 PC)
with default factory setting. So please open one of these cursh texture paint topic.
Dec 17 2018
It happen when I set transform pivot as individual origin and "midium point" It happen about tnrasform , scale tools too.
Dec 13 2018
Your file hair use "normal map node". If the normal map node> " UV name" is not blender 2.8 default, even though it is correct UVname of mesh, Eevee render cause crush
when you select material slot. To correct it, you need to delete UVname from "Normal map node" . from current scene material slots.
Dec 10 2018
NO! sorry it worked about my scene files,, but downloaded file still cause crush when select material.
With recent build version: 2.80 (sub 35), branch: blender2.8, commit date: 2018-12-08 17:06, hash: e79bb957fc3, type:
build date: 2018/12/09, 17:21
Dec 9 2018
You need to set "screen space reflection> refraction" and, material refraction setting too to render refraction or tarnsparent for Eevee
most of case alpha blend is OK. Though I do not know each property detail, and hope when we set render as eevee
those property auto-set to get more reasonable effect.
I could confirm this issue. my operating system,and graphic card is same as you. I test with newest build (compile)
Dec 4 2018
I found most of scene, which cause these 2.8 crush have material which include normal map nodes with UV set name.
or when I select the mesh (which include normal map node slots) , and select material property ,blender suddenly crush.
To correct it, I remove UV name from normal map node. or set name as Blender 2.8 default "UVmap" . It is not matter, if I use different UV set name for mesh.
I must need to delete UVname or use "UVmap" for normal map editor , UVname.
Dec 3 2018
And if I render armature animation with cube which change scale, only cube animate in out put image. but figure keep same pose (frame 1 to 60)
at this time, I output as mkv format.
I got same problem (windows 10 with GTX980ti, used today build)
Dec 1 2018
Nov 30 2018
Nov 29 2018
Though this report is already confrimed, with my PC and todays build windows 10 64 bit blender 2.8, even though I spilit window and set as UV image editor
I can not move UV edge vertices . Then it is not matter which workspace I choosed. (I set "Layout workspace" and it is default for me)
I could confirm , when I connect normal map texture for the normal map node (with set Eevee as render engine), today build blender 2.8 suddenly crush.
And my sysytem is windows 10 with Geforce 970 Ti
Nov 28 2018
Unfortunately offering files seems almost impossible. It happened about rig realistic humantype figure with hair, with a few cloth only scene. the mesh is what I got from daz. (include some product morph, and use product textures) all material mainly use principled bsdf with glass, transparent sahder. (I remove all my custom shaders) About 2.8 and Eevee (or dev-mode)
Nov 22 2018
Nov 13 2018
Aug 4 2018
Jul 30 2018
Hi I need to re-consider this report.(and hope it confirmed) Because I understand, "Make links >material" can use to see same material (from source). and about some case it work what I expect, but there is clear difference, Between "Copy Material to Others" and "Make links (materilal)
Apr 10 2018
Thanks advices. I could understand, Link material have many advantage, and plan to use it more.
but I may need to test it, to confrim it can be substitute of my current plan.
Thanks to check this report. andyour blend file actually worked, but it was different how set-up material, in outliner.
your attached blend file, "mat_blue" link material for "object" but at same time "mat blue" still keep link with "data" of cube1