I am actually unable to reproduce the issue with the provided file or from the steps using default file... I'm on linux right now. Will try windows, maybe the memory scheduling is different.
Hi @Andrej730 Maybe Application handler could help?
Could be that the missing update also came with d8388ef36a ?
This does make sense... I would prefer it to update on pause, but adding yet another option for this seems to be overkill...
Ps I don't consider this a high priority issue as it users can still work with vertex paint by disabling the overlay. Note that this should be fixed for the next release
The problem I see for…
@lichtwerk I'll try but no guarantee... 😅 Likely one of the fixes in #109545
Hi @Astar_SPB , I'm not sure what you expect the result to be or what the problem is. Looks to me that unwrapping to a rectangular texture should result in what you see in the GIF.
For me this file imported into blender without animation, neither transform cache or mesh sequence is present. Not sure if it's the file's problem.
@makowalski Could you take a look?
Hi @Ken-Jung-Lee , it's best if you could provide such a blend file for us to try and see what exactly is going on with the exporter. Thanks!
Hi! In edit mode, transform values are only for the selected parts of the mesh, means they are just indicative of a temporary mean position, thus it doesn't have options for drivers/key frames…
The "Flip" option seems to be only affecting the "Bisect" result. We probably need to grey-out the flip option when there isn't any bisect axis selected.
![图片](/attachments/e6130d3b-46ab-439…
This looks like a Wayland fractal scale bug again. Does this happen on a daily build of 3.6? Or 4.0?
Similar to/same as #109194
Hi! It looks consistent to me. if you move other bone's key frame that close (1 frame interval in the case of hand_IK_control.R
), they will show up segmented like that. It's already sub-frame…