Can confirm the behaviour. I believe blender is picking the earliest added marker at that frame to be the camera designator.
Can confirm the issue.
The "messed up" normal does seem to give reproducible result, so it's not a random garbled data.
A lot of things can cause this, e.g. sorting algorithm can be involved in generating convex hull in Skin modifier, and the result of that is platform dependent.
Could you try exporting the…
I'm not quite sure I understood the problem. To me you have two things here:
- Can't select anything in the viewport or the outline
- To debug python (why?) , the code pasted from the manual…
Can confirm. Probably related to vertex attribute changes.
Crashed in RE_engine_gpu_context_destroy
during finishing render job (but called from python). Could you try enabling Render -> Lock Interface
and see if it still crashes?
Also, you…
Hi, Blender 2.79 is no longer supported and actively maintained, this could also be a driver issue with your integrated graphics if you are running a relatively old computer, in that case you…
I believe here the cache worked as intended.
I think "cache" here has an ambiguity. The cache currently works to "not calculate results again when you go to x frame", while you probably want to…
From what I have tested:
- Object visibility is properly keyed with given step and it can be seen in the viewport and render to disappear and reappear, so animation seems to be registering…
It's probably taking some other existing color values, otherwise it won't be matching the blue there.
cc @pablovazquez Could you check on this? I couldn't find it either, in both Blender_Light.x…
This sounds very much like a hardware defect.
Can you screen record that screen? If it shows on the recording then it's probably your OS and driver issue, otherwise it's the problem of the…
Huh I can crash it from text editor but not from python console in blender. Interesting.
All Mesh primitives except Circle
and Plane
seems to be using scale (although I think these two should also use scale, even if it's only for x and y). Other mesh primitives are all 3D so scale…
@JulienKaspar I'm thinking more about if you navigate while moving, the object/cursor could be moved to the border of the viewport (naturally, since a lot of cases when you need to move something…
I gave it a bit thought, because we already have continuous grab
, I think it's more appropriate to:
- "not jump" when continuous grab is enabled, because it doesn't really matter where your…
After a bit digging I believe no primitives being added uses/respects the scale
argument, none of the caller used r_scale
from ED_object_add_generic_get_opts()
, which might not be the intention.