Fri, Feb 15
The only bug i can confirm is misplaced tail tweak layers. It seems i forgot to set the spine property correctly. This is an easy fix even for the user, just select the bone in pose mode and in the 'Rigify Type" tab just deselect layer 2 and select layer 5. This will enable the 'spine tweak' layer in the rig ui and place the tweak bones accordingly.
Thu, Feb 14
There will be more optimizations.
At the moment my demo scene with some modifiers is at 5 fps in version 2.8.
In v2.79 its faster and runs at about 8 fps.
Wed, Feb 13
This appears to be solved in the latest builds.
@bassam kurdali (bassamk) Well, that task is the 'original' Face maps topic.
Those are two different operators/operatioons, but do not see why copying material from IDTemplate widget should not also duplicate its actions. Fix incoming.
It might be okay to use bones for that use case, but use some kind of custom widgets (activated on facemap/bone selection) to easily manipulate custom properties on a bone, or another none transform property.
I can reproduce this bug.
Here is another test file:
Also I don't know if I should write here or create another task, but I can't even insert keyframe on viewport visibility, while I can insert one for render visibility. It will show an error as shown in the screenshot:
If some people with earlier build can insert keyframe on viewport visibility, even if they don't update correctly, is this one more regression from earlier build or intended to prevent crash? I've tried this on few builds that I still have, with the earliest build on 552b2287db86 (01/02/2019) and the latest build blender-2.80-d3870471edd7-win64 (12/02/2019).
I've just discovered this problem. I don't really understand the script workaround, but I know it's something with the internal code not updating. Because if I **move** a keyframe of Disable Render channel from the object, it will be updated, but then stays like the last render until I move any keyframe of Disable Render channel again.
Mon, Feb 11
I've the same problem.
I believe that being able to control visibility on viewport is very important.
I noticed there are FaceMaps now which are not only useful for animators but really for any modeller who wants to save certain face selections (some checkerboard selections weren't possible with vertex groups).
Sat, Feb 9
Thu, Feb 7
@Campbell Barton (campbellbarton) does the fix look resonable?
Mon, Feb 4
The issue is actually solved by that commit.
Please provide a simple .blend file that we can use to reproduce the issue. Preferably one where we only have to do one thing to make it crash.
Sun, Feb 3
@Alexander Gavrilov (angavrilov) Would you have any time to do this?
My knowledge is limited to Python, so my only recourse would be to create a hacky alternative in an external addon, which would be bare-bones and limited because I don't know everything the internal C/C++ code is doing.
Closing as "TODO" - a known limitation that the tools were not intended to support, but could in future when we have the time to do so.
Fri, Feb 1
@Joshua Leung (aligorith) unsure if this counts an actual bug or not. So I'll leave it up to you to decide.
Of course you can't reproduce it.
The function was completely removed:
I can't reproduce this on the latest blender beta. Can you see if this is the case for you too?
Ok, thank you Sir
That is because you have a keyframe already. If you remove the keyframe, it doesn't do that.
Thu, Jan 31
What does 'read again the topic' mean? I still don't understand the problem you are having.
OK, thank you for your help. read again the topic, thank you again
Gizmos don't display while playing animation. Is that what you mean? If so, that's not a bug as far as I know.
which manipulator? What arrow? You'll need to be much more specific.
clic on play (timeline), and try use of manipulator (arrow).
Wed, Jan 30
What is the bug? We'll need more information than 'timeline problem'.
@Sergey Sharybin (sergey): mind sharing your wisdom?
Tue, Jan 29
I allready had this problem in a view projects.
Thank you @Fletcher Graham (fletchgraham) for your suggestion on forcing blender to update through python.