- User Since
- Jan 9 2016, 3:42 PM (179 w, 4 d)
Sun, Jun 16
I test with recent builds, script generate new edit-bone (bn) for armature, at same time set bone layer , bn.layers = True
bn.layers = False
And about new option (I named it as "delta") I added, it is almost do same thing of original slow mode.
I can not make "fast mode " work for 2.8 correctly. , But I mainly use slow mode only. because only slow mode can circulate "preserve volume" .
if no one not up-date fast mode, I prefer simply remove the option. but I afraid if there was user who like to use "fast mode", then I do not delete code (just comment out)
Tue, Jun 11
Thanks. I tried to contact original author who up-date for 2.6 etc,, but I could not. Then up-date for my purpose, and add new option which circulate currently used shape keys then remove the delta (I can generate new corrective shape key with keep currently used other shape keys value, without many tedious step,
(mix other shape keys, and generate, then remove the delta from new shape key etc,,)
Sun, Jun 2
Sat, Jun 1
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64
Broken: version: 2.80 (sub 72), branch: master, commit date: 2019-05-28 16:05, hash: `rB08005802ccb7
I test with factory set up, but auto depth active .(without it it seems not happen)
it always clash immediately, for me.
Wed, May 29
@Jacques Lucke (JacquesLucke) thanks,, but I am sorry, I still do not clear understandd how git and here work. It will cause more trouble. I often do un-expected thing, just mark up other user name for reply. so hope could someone do it instead of me.
Tue, May 28
I could confirm.
Tue, May 21
I expected if recent depthgraph change solve this issue,
but it seems not work still.
May 18 2019
I do not know if developer could not re-produce still, then add wmv file
May 17 2019
Thanks now I could understand and have no issue at current ((MACHIN3 guided me kindly) and sorry added question here. Though I have some questions about up-date dependency (when it need or it should not etc) but just wait complete 2.8 bpy documents.
I see, really thanks you take time to guide me details ^^
Thanks MACHIN3 it worked to generate mesh which shape keys mix value + armature modifier applied
MACHIN3 thanks advice. then no. I just tried to use to_mesh() for up-date some add on for 2.8
. so I need to use bpy.data.meshes.new_from_obj(obj_eval) for the purpose?
Then after generate Cylinder_keys_clean, , remove shape key (basis) from
Cylinder_keys (original mesh), and run-script again, blender 2.8 shut down too.
(there already clash report about evaluated obj , to_mesh() , T64731 T64735
so I think the clash of my case is related too.
May 16 2019
I follow the case "When is used for evaluated object modifiers are always applied "
I set evaluated mesh, then get dependency graph for obj.to_mesh() . but it seems not work when there is shape key. (modifier seems removed)
May 13 2019
When use factory default setting, this prolbem seems not happen.
(test with version: 2.80 (sub 62), branch: master, commit date: 2019-05-13 09:55, hash: 86650b01d873, type:
May 12 2019
I could confirm, with recent build too. windows10 64bit, and Nvidia video card.
Hi It already resolved
I confirm I can see weight map of mesh with select Armature bone with recent build
May 9 2019
Even though it will not be solved soon,, Is not there good way to force up-date from add-on(script) side?
which method or function, I can use ?
May 3 2019
About Custom property . and UI panell generate by python,, is there chance to enhance it work so?
May 1 2019
I actually requested to achive these type driver in right-click select before. (more complex case)
Apr 29 2019
Thanks Brecht explain how it work. I could understand.
I still not clear difference between Preference>texture limits and Simplify (cycles) texture limits, but it seems not matter of this report.
Apr 28 2019
I think at current, with Cycles render, Property editor>Render>simplify>Texturel imits only do job.(reduce usage scene memory)
Do not think, User preference setting, Texture limit work . with current 2.8 beta.
Sorry About Eevee render, I can not confirm preference viewport texture limit work with current 2.8 beta and Eevee
With Cycles I clear see, when I set texture limit from none to 2K it reduce scene usage memory.
but With Eevee render engine, I can not see any change about usage memory of same scene.
Apr 27 2019
I have used keying set for rig properties (which drive shape keys or bone transform)
Then hope blender 2.8 offer those keying-set menus in side bar of Time line, and Dope sheet ,with add more options.
Apr 26 2019
If developer will improve this problem, I hope this new driver editor window can "PIN" then it can set driver function,properties more easy. About current stage, it only work to minor editing.
Apr 24 2019
Though I understand, what you hope, but these kind Expression, location Z = Location Z+ 1.00 (circular driver) never work .
I do not think it can be achived.
Apr 23 2019
Thanks. I think, this happen about all custom property. context.scene.[prop] , context.object.active_material.[prop],
Apr 22 2019
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.
Apr 21 2019
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.
Apr 19 2019
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).
Apr 18 2019
Can I add request here, as really non- pro fessional but hobby user for rig-fy rig?
Apr 17 2019
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.
Apr 16 2019
@Philipp Kant (philipp) Really thanks quick revison
Apr 15 2019
Apr 10 2019
I really thanks Mikhail make this report, and Sergey offer way how to up-date correctly.
Apr 8 2019
Apr 7 2019
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.
Apr 6 2019
May need full log? becaues it seems change about warning ffile. when I build again. (though I see same C2220 error message)
Apr 2 2019
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.
Apr 1 2019
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.