- User Since
- Oct 3 2008, 10:48 AM (467 w, 5 d)
If you remember the octopus tentacle demo, the tool was shown working with volume snapping for a mesh where the user want to produce a regular bone chain.
It was before the introduction of IKspline. But basically, it was to create this kind of bones chain and to retarget bones set-up at interesting scale.
The other demo video was about retargetting a finger set-up with 2 clicks at correct scale to 4 last fingers of a hand.
Sun, Sep 17
Stripes are not due to adaptive domain. Blockyness was due to adaptive domain .
Stripes are consequences of physics settings.
Sat, Sep 16
It is a side effect of using adaptive domain.
Disable it. Recenter and scale a little bit the domain. And blockyness in simulation should be gone.
Fri, Sep 15
Remesh modifier is another problem.
Carver solver does not clear vertex group.
Assign Cube vertices to a vertex group. Carver Solver will use it and displace the Cube.
Wed, Sep 13
It looks like it is relative to View Clipping.
Start value is at 0.001. If you increase it or switch to an orthographic view, knife is working correctly.
Sat, Sep 2
Yes. As is, it works. But, imho, it is a design task to archived as a todo.
It is weird to make such kind of changes at the end of a series.
There are probably other things that could benefit of an object space rather than global one.
Maybe your proposal would not stay relevant when this part of Blender would be reviewed by 2.8 project.
It is not a bug but a basic of Blender.
Blender always worked like that. You have to double key press to move according to user defined transform orientation.
G,Z -> translate on Global Z axis.
G,Z,Z -> Translate according to Z axis of choosen transform orientation.
I agree it is a design discussion. But I don't see a real issue.
A user that doesn't know this behaviour will expect Snap Cursor to Selected to be restricted to one option.
But it is a plus to have choïce between Median of selected elements or Bounding Box Center of selection.
Option could be explicit. A checkbox option added to choose for this case would be sufficient to disconnect the operator from pivot point.
Thu, Aug 24
You mean blender 2.8.
Blender 2.8 is a Work In Progress.
And currently bugreports about it are only accepted if their author is a developer.
Except bad settings and scene set-up, I see no bug, here.
Explanations are probably not enough detailed about this kind of transfer.
Having same geometry is not a sufficient condition to expect a successful transfer.
Please precise when you are talking about an official addon that will be bundled into next release.
There is a tool in edit mode called "Offset Edge Slide" and it is possible to get confused.
Mix node in compositing nodes is almost a mixRGB node but it can take into account alpha.
MixRGB node in material nodes is named as is because of the presence of a Mix Shader node.
But in compositing nodes, there is nothing labelled MixRGB node.
Wed, Aug 23
If I understand you correctly, dupliverts are still not rendering, when parent and child exist on different layers and only one layer is selected.
No, I just mean that it used to work as is long time ago in 2.4x or 2.3x series.
You did not mention Snap to Symmetry operator available in edit mode.
Pressing Normalize button should immediately reduce steps of the curve. It is not the case. Instead it displays 13 steps that correspond to curve before pressing Normalize button.
We have to drag keyframe and cancel the drag to refresh graph editor to display a coherent number of steps for a range of -1..1. The only available 3 steps for this range : -1,0,1.
No, it is logical.
Object is moved to a scene layer ignored by renderlayer. So, duplis would not be rendered.
Duplis were originally thought as instances for rendering. You don't give an existence to instances that would not be rendered.
It may be related to render settings of your .blend file or a forbidden composite node.
I can't reproduce the issue from scratch with 2.79rc1 or rc2 or master.
I confirm the problem with attached blend but I can't reproduce from scratch with 2.78c or master.
- There were two others corrective versions for 2.78. You should try with 2.78c.
1)Sverchok is an addon to generate mesh procedurally with nodes.
If you don't share the .blend or the nodetree, there is no chance that somebody can explain what went wrong.
Tue, Aug 22
I don't believe it is inconsistent to be able to copy/paste protected channels.
When you will copy/paste an object in viewport, you will copy it in object mode when its object data is not editable.
It seems that manual does a too quick shortcut by linking to the checker deselect page.
Aug 20 2017
I have a reproductible crash with fewer steps.
Create a particle system on default cube.
Change amount to 10 000.
Switch emit source to verts. -> crash
Jul 28 2017
Why disabling view-panning, there is a Center View to Cursor operator (Alt Home) that is working when view is not locked on cursor.
Why it does not work when view is locked ? Why do we need a different Home shortcut when view is locked to do exact same thing ?
Jul 27 2017
People are used to Sun Position or Geographical Sun addons for architectural renders to see shadows and enlightened areas.
It is really rare to see the sun inside render frame except for a beauty render with reflections where an HDRI sky will be used instead of sky texture.
Jul 23 2017
Yes. It is an already reported problem. Not really a bug but a known limitation.
Jul 20 2017
I tried your .blend with a yesterday's build made before depsgraph changes without problem.
I tried with hash f5f34a9 and obtain same result. Fine at opening and bad at appending.
I tried with CoW enable. Result is bad at opening and bad at apending or linking.
Jul 19 2017
It does not seem to be well supported by Tint modifier. Color of original stroke is not affected by factor like the others produced by array modifier.
When random value is enabled, rendered animation is random.
You can't save your file, reopen it and expect to render same animation.
That is a problem that Freestyle modifiers avoïd by providing a seed parameter which can be animated (like Build modifier for mesh).
User can add a noîse F-curve modifier to produce a noisy animation which will be the same at each launch of the file.
Jul 18 2017
Please follow guidelines and always attach a .blend file to your report.
Jul 11 2017
Jul 7 2017
Users still have to switch to Blender Internal to set format and path of their OpenGL animation. It would make sense to add Output panel and Metadata one, too.
Jun 27 2017
Displacement feature is working correctly. It gives a bump effect by default.
So, the edge of the sphere stays the edge of a sphere.
Jun 21 2017
Correction, if you were to click on one corner, then drag the cursor to another corner, this would make rotate UV's/Color into a useful manipulator. Perhaps this is what was meant?
Yes. That was what I mean.
Jun 20 2017
@ Hadrien Brissaud, I think that we could add an icon or a Modify toggle in the Apply/Copy buttons line.
3D View : Texture Mapping
For a mapping node taking as an entry generated or world coordinates (an origin that correspond to point easy to identify in 3DView) , we can think of a manipulator in 3D view to set offset, scale or rotation of the coordinates.
There could be a manipulator visible only in camera view for Window or Camera coordinates.
Jun 17 2017
This is not a bug. Smoke material is not responsible of that result.
It is related to the way Blender Internal renderer works.
Jun 11 2017
It looks like a problem relative to steps.
If you increase steps number in Display panel to 10 ; paths of children with a null length are reduced to points.
May 21 2017
Simple children can be used by emitter particles.
So their position cannot be fixed to surface and is relative to a radius describing an area around guide particle.
On the contrary, Interpolated children are sticked to surfaces to respond to hair and fur needs.
Trackball rotation is made relatively to distance between pointer position at start of mouse movement and pointer position at the end of movement.
Particles deformed by lattice is a useful feature. Especially for emitter particles with physics, that allows to easily define flows for particles with erratic movements.
May 14 2017
By adding an armature modifier to Surface objects used by constraints of bones of same armature, you create a dependency cycle difficult to handle.
I have no problem with your .blend file, here with 2.78c or master.
There is no bug, here.
May 11 2017
There is no bug, here.
May 6 2017
Ruler/Protractor use is not easy.
You may change a ruler into a protractor while you just want to select it between several to copy its value.
You can't display some rulers/protractors and hide other ones.
Extra velocity from collision is a known issue.
There is a Split Impulse checkbox to enable in Rigid Body World panel of Scene Tab.
May 3 2017
It is not the same bug.
Cycles requires Transparency option enabled under Film panel in Render Tab.
Apr 29 2017
Is saturation of color of HSV node different of zero ?
Apr 28 2017
I mentioned fluid control only to give trajectories to drops coherent with character movements.
You can add a boolean modifier to your UpperCube.
There is a misunderstanding, here.
Boïds fields are a 2.4x feature.
It only works with a Goal or Avoid rule for Boïds particles and a strength that must be negative for Goal rule and positive for Avoïd rule.
Apr 23 2017
As you said, it is enough for most cases.
This setting is here to set up basic settings of particle system.
When you encounter a particular case, you are free to increase to 120 segments in particle edit mode with the Rekey operator.
Apr 3 2017
Change of behaviour is probably relative to a fix in compositor.
Apr 2 2017
It is the nature of hair children to be recalculated at each frame to satisfy balance between memory and computations.
Simple children are just duplicates of a hair guide with a modified shape within a certain radius.
Mar 25 2017
So the weird UI part is that, you see an X and Y input (which in itself I have never seen in blender before, just X and Y horizontal as separate inputs.
Mar 24 2017
I confirm the problem on ubuntu 16.04 64bits
At time code 5:25 or so, he starts flipping back and forth between the "Domain" and "Flow" panels for the main Smoke domain.
No. He does not switch between panels for the same object.
He selects Emitter object (icosphere) to see "Flow" panel settings.
Then, he selects Domain Object (Cube) to see Smoke Domain settings.
Mar 23 2017
I don't subscribe to the idea that fading on border of screen on XY view axis adds depth. IMO, talking about depth only makes sense on Z View axis.
Videos are only showing one object on center of the view.
But I don't see interest of such a thing for a bigger and more complex scene where grid is supposed to help you to appreciate distance between objects.
Mar 8 2017
Particles emission does not support animated weight groups, animated textures or image sequence textures.
It is a known limitation of current particle systems.
Feb 25 2017
I confirm the problem with master hash d66d579 on ubuntu 16.04 64 bits.
Yes. There is no bug, here. It is clearly mentionned in tooltip.
Feb 22 2017
No, it is not missing.
These settings were moved into Geometry panel of Render Tab.
Feb 9 2017
Feb 3 2017
There should be closed duplicate report about that.
Jan 31 2017
When view is locked to object, view is centered to origin of choosen object.
Then, user is free to add an offset if it is less pertinent to see origin than a specific part of the model.
If created offset is not wanted, user can press Home Key to recenter view to origin of object.
Lock to Object is working because if object is moved, view follows it.
Jan 30 2017
I don't think there a bug, here.
Microdisplacement is an experimental feature of Cycles renderer.
Freestyle is a part of Blender Internal Renderer.
And Blender Internal does not support such microdisplacement.
Does it mean that problem occurs for every object with a negative Z location in Houdini ?
We just have to clear location of empty object named geo1 to obtain a coherent scene in blender.
Jan 25 2017
Blender Institute guys suggested to go with the second option.
Jan 22 2017
Is it just for "In Range" motion paths ?
Is this operator able to convert an "Around Frame" motion path as an animated GP layer ?
Jan 19 2017
Chris Lee's screenshot shows the abrupt falloff clearly,
and I attest that the problem persists in recent builds (e.g. Jan 18th 2017) of Blender 2.78,
and even on the Experimental Branch build of Jan 15th. (Mac OS)
Jan 16 2017
Sheep-it renderfarm is limited to 500mb.
In their FAQ section, they are advising against rendering fluids because of this limit.
Jan 14 2017
I looks like there are orphan actions relative to deleted bones in both files C02 and Rycerz.
I could open the .blend and now, I see the misinterpretation of rigid body settings.
Jan 13 2017
I did not succeed to extract the .blend from the archive.
Jan 12 2017
.blend file is missing.
Please reupload it if necessary.
I have an i7-4770k 32gigs of RAM.
Jan 11 2017
The influence of the envelope is relative to its size and distance.
Basically, modifying any setting in Deform panel of the bone will change the result.
Other choïces than the one done in your file can give smoother results.
Jan 10 2017
I think it is not necessary.
ubuntu 16.04 64 bits blender master hash d5cf90f NVIDIA titan black
No, there is no error in the documentation.
But, it could be more precise.
Jan 9 2017
I agree refreshing of metaballs is far from being great.
I can confirm the result but I don't see where there is a problem.
The force field panel was designed with emitter particles in mind.
To make this kind of effects. https://vimeo.com/19187192
The idea is that some particles of particle system will be force fields moving as particles to influence the other particles of the system.
The decay exist. But bones are not acting like hook modifiers.
I would agree if Limit Selection to Visible Off was not modifying display to be noticeable.
Well. Nowhere in release notes, instances are mentionned as supported.
Dec 16 2016
No problem, here on ubuntu 16.04 64 bits. Nvidia Titan Black
If you don't want to cast Ray Traced Shadows, you can modify Fall-off settings of the point light.
You can enable sphere option, change the distance or use a custom curve as Fall-off.
All that you are able to do in BI would be possible by using realtime engines.
And what Cycles is handling better than BI will be done through Cycles.
It probably never worked.
Dec 13 2016
In your .blend file, physics scene's frame rate is at 60 fps and Sequencer scene's frame rate is at 24fps.
For rigid bodies, there is no subframe support.
Physics cache step cannot be set below 1 cache step per frame.