- User Since
- Jun 18 2007, 12:09 AM (722 w, 3 d)
Sep 25 2019
Thanks. You are right. I've tested with the latest build when opening this ticket, but now with the latest build again, the problem is solved with that example. However, with another example, it still exists. I can't provide it as it's much too long, and I can't repro it with the shortened version. So I'll open another ticket as soon as I'll have a reproducable case again.
Sep 18 2019
Just press the Download button below the video.
Sep 17 2019
Hi Please email me link to video file at richardantalik at gogle mail
Sep 11 2019
Sep 10 2019
Sep 9 2019
Oct 19 2018
You get an image if you perform step 1.
What I expect is described in the text. Either an outline around the whole shape of 8 rectangles, or every rectangle to be outlined individually.
Oct 11 2018
I think I found an explanation for this behavior:
In the bottom array, the vertical offset enables Blender to recognize each of the 8 faces indvidually because there won't be vertices at exactly the same position anymore. In the upper array without the vertical offset, there are double vertices at adjacent edges. Consequently, the 8 rectangles are recognized as one big area.
Oct 10 2018
Apr 19 2017
Oct 19 2015
FYI, can't repro on Win7/64, GTX 750 Ti, Blender 2.76 official
You didn't provide enough information to repro the problem. Which OS and graphics card? It does not crash here on Win7/64, Blender 2.76 official.
Oct 6 2015
"We only support graphics cards with GCN architecture (HD 7xxx and above). Not all HD 7xxx cards are GCN cards [...]"
Sep 30 2015
Sep 29 2015
Sep 27 2015
Can not reproduce it on Win7/64 SP1.
Tried Blender 2.75a official and Blender-2.76.0-git.4aad17c-AMD64.
Tried with Nvidia GTX 750 Ti (driver 355.60) and also with AMD HD 6850 (catalyst 15.7).
Sep 26 2015
Aug 1 2015
Tested back to Blender 2.57b. All versions have that problem.
Jun 25 2015
Thanks for the quick fix regarding the sequencer.
Worked in 2.69
Broken since 2.70
Jun 24 2015
Jun 16 2015
Nov 23 2014
Problem reproducable with blender-2.72-b9d9df9-win64
Oct 23 2014
Ok, I see.
Though, thank you.
Probably I didn't make myself clear. Sorry for this.
- Open Blender
- In a scene of your choice, go to the "Output" panel in the render settings. There, select AVI JPG as the target.
- Render an animation. The resulting file will suffer from the problem.
Oct 22 2014
Oct 8 2014
Yep, reproducable here on Win7/64, Blender 2.72. Problem seems to be there "forever", i.e. tried back to first 2.5 release. Don't know if it's a bug as I've never used a noise texture in the compositer yet.
Oct 7 2014
Here, with Win7/64, "view selected" works well with NumLock Off as well as On. However, in a text window, it only works if NumLock is on, i.e. it doesn't delete a char with NumLock=Off. Unfortunatelly, the navigation keys (arrow, home, end) on NumPad do not work either.
Sep 17 2014
I've already considered this solved because changing tile size from 8x8 to 16x16 or greater made the problem disappear.
Sep 9 2014
Yes, Brecht - or whoever - that would be nice. I'd like to continue.
Aug 7 2014
This is not the point. An object must not cast shadows in layers it does not belong to.
Aug 6 2014
Jun 24 2014
Jun 16 2014
Ok. After reducing the number of samples to get the same render times as in the previous version, I compared the two images. They are different, but subjectively I'm unable to say clearly what has more or less noise. I've been looking for a part that shows it best, and to me it looks the left picture has a little less noise:
Jun 14 2014
Jun 10 2014
Confirmed on Win7/64. Test file:
However, I didn't find any older Blender version that worked - do I/we missunderstand the shader?
Jun 7 2014
As variables are not declared, they do not have a data type. The same variable can reference any type of object, hence there is no intellisense support. So, not a bug, just a limitation of interpreted code.
If you provide the svg file, the devs can check whether it's an import issue on Blender's site.
For other issues, if you think it's a problem in Blender, please open one bug report per subject.
Jun 6 2014
Seems the file has been corrupted somehow. There are 4 vertices but also 4 edges. So there are two times two identical edges. What you can do is
- select one edge
- delete it. There should be one left at the same location
- Select the edge on the other side and do the same
Now creating a face works.
Confirmed on Win7/64. Narrowed down:
Can't repro on Win7/64 with any blend file. (Also not inside VM on WinXP/32.)
Jun 3 2014
Very likely you're (acciently) pressing Alt+Shift, which is the default combination to switch keyboard scheme. Is this possible or can you exclude this?
Jun 2 2014
AMD Phenom II 965 BE (3,4 GHz):
In short: *sigh* .... Ok, I understand. :-)
Thank you for your time in any case - and good luck with redesign from scratch in all areas! ;)
May 30 2014
Ok, after fixing this, the problem stays the same: The arm's in the middle emit the twigs to the right, and the trunk emits the arm's in the middle, but not the subordinated twigs. Not in the viewport and not for rendering.
I just see warnings in the console about a dependency cycle. I will recheck this...
May 29 2014
The edge along which to slide is ambiguous. You can use Shift+V instead here. Don't know if this is a bug.
May 28 2014
I agree. Assigning a different material to the linked mesh works temporarily but it shouldn't because it assigns it to the material slot of a linked mesh, which is actually read-only.
@Martin Leurs (martinleurs) I guess this is because of floating point deviations. If you look at the vertex locations. But even if you round them manually, the internal representations might vary, however, I don't know the precision used for computing normals as described by Campbell.
May 27 2014
I don't see a problem (Win7/64). After using my own images, cross fade works well in preview and render.
Just like to add that it happened to me, too, a couple of times on Win7, but as it's not reproducable, I didn't post a report. I can't reproduce it just by Alt+Tab. I was working inside Blender when it happened. So, only info for now is it's not limited to Linux.
May 26 2014
May 25 2014
Can confirm this on Win7/64, blender-2.70-7fb33e5-win64:
May 24 2014
Sorry for another addition, but after clocking down my CPU to 800 MHz the description has to be reworded:
If you type "r", the search starts. If you then type "een" while Blender searches the shortcuts, and if the "n" has been typed before the search has finished, one "e" gets lost.
It seems (and I hope) this is a closely related problem: While rendering (on CPU), I opened the user preferences, and on the "Input" tab, I entered the word "screen" in the search textbox, but it only displayed "scren" (one e missing). Ok, a typo I thought first, so I did it again, but if you're typing fast, one e always gets lost (but not the "n" that comes next!). It happens only in Blender, and only if the CPU is busy. It does not happen during the render preperation phase where only 1 of 4 cores is busy.
EDIT: For better reproducability: It's sufficient to type "reen". Timing is critical in this case, therefore the hint.
Could you please provide a blend file demonstrating the problem?
Feedback: No crash on Win7/64, CPU rendering (AMD card.... heeey), default scene, blender-2.70-7fb33e5-win64 (May 24)
What does "press play" mean? Here, on a Windows PC, pressing Alt+A does play the video.
May 23 2014
Addition #2: You can keep the VSE window but change the "proxy render size" from "no proxy, full render" to "no display". This also "solves" the problem.
Addition: The problem disappears as soon as you switch the top-right window type from VSE to 3D view (or any other window type).
Don't know whether it's a bug, but it's reproducable back to (at least) Blender 2.57b on win7/64
Hmm... physically installed Kubuntu (outside VM) just to test this.... not reproducable.
However checked again on Win7/64, and also a problem in VM on WinXP (32 bit). Though, a minor one.
May 22 2014
I think this is a misunderstanding. What if you enter 0.3 as the scale? It's not meant to be the "default unit if you enter no unit in an edit box". It's just the scale helping with creating smaller (or bigger) models.
I can repro this on Win7/64 with 2.70a official, but it's fixed in later builds, so either use the latest build, or wait for the next stable release.
Probably it was me reporting the other issue (T40259). Anyway, can't we "expect" from appending a scene that the copy looks like the original? If this is the goal, it requires more than hierarchically processing the scene.
May 21 2014
May 20 2014
@dan grauer (kromar) Trying on another machine with (nearly) the same driver doesn't give much additional information. :) Trying ona a machine with a different card (and driver) makes more sense to narrow it down.
Oh, ok, I see. The properties window gives the impression that group membership is a property of the object and something is missing after appending. Of course, you're right, it is not.
Addition: happens with H.264 output format, not with e.g. AVI JPEG
Also reported here: http://blenderartists.org/forum/showthread.php?336988-Error-Error-setting-option-flags2-to-value-fastpskip-(-wut-)
(confirmed on Win7/64, Blender build 85398de)
May 19 2014
D is grease pencil by default unless you've changed shortcuts. Open user preferences -> Input tab and look what's assigned there (search for "brush" and scroll to the sculpt section)
May 18 2014
You're in perspective view. The translation plane is where the 3D cursor is located. Move the 3D cursor closer to change the effect. The closer the smaller the movement. Not a bug IMO. :)
May 17 2014
It's by design that the copy is only made the active object if the original was the active object. This is true with the first time making a copy. It is not true with the second time because no object is active when making the copy.
If you delete the first copy, there is no active object. Hence, after creating the second copy, the copy is also not activated.
Here, the new cube is selected but not active. Probably Alt+D additionally activates it whereas your code doesn't .
Addition #2: If I add another object, have it point to the same mesh and delete the original object, enabling Matcap works. So it's probably a problem with the object, not with the mesh.
Addition: I've removed all but one triangle from the mesh but it still quits when enabling Matcap. After removing the last triangle, it does not quit anymore. Hmm....
May 16 2014
Ok, I have to undo twice because "Join" adds two items to the undo stack: 1.Editmode, 2. Join. So I have to first undo Join, then undo Editmode. However, I was never in edit mode. EDIT: Also tested with latest build blender-2.70-be980b9-win64