- https://twitter.com/Nahuel_Belich
-
Modeler generalist, moving vertices and pushing pixels in blender since 2.46
- Joined on
2010-03-01
@PratikPB2123 it seems its back :(, the bug its bug exactly the same in both beta and alpha.
4.4.0 Alpha, branch: main, commit date: 2024-11-01 01:08, hash: 63dabd3e3709
4.3.0 Beta, branch:…
This bug seems to be fixed in 1dbf75ff529e (probably earlier but didn't test it)
I keep testing and yes, it seems that the issue its for brushes, even the texture node editor(that old one that no on uses) can't load images for brushes, for other things like displacement…
The weird thing its that only brushes are failing to work properly with relative paths, the rest of blender reads and writes as always without issue. I didn't realized this problem because i…
Hi @NahuelBelich , what is the
"work" hard drive
path when you are viewing it from a file browser? Is it/media/some_user/xxx-xxxxxx-xxxx
kind of path or/mnt/xxxxxx
?This may cause…
After thinking about this for a few hours i realized that the bug is in the relative paths, disabling relative paths at the moment of loading an image for the brush works fine. So relative paths…
I my opinion in sync mode it might be probably useful to paint a vertex in blue in UV editor instead to depict that the selection is partial - to depict that the selected vertex has the…
@1D_Inc Correct me if im wrong but what i see from your idea is this:
If we select a vertex in the 3Dview all corners are selected in the uveditor (please excuse the krita doodle) ![image](/…
if there are partial selections it shouldn't look like full selections,using a different color in the same overlay used for selection also works for me, since there is no "active" vertex in the…
Respectfully, no, this is excessively complicated and entirely defeats the purpose of 3D sync if it won't show where on the 3D model your UV selection is unless you select all of a…
Hello, new to this post just a normal user trowing an opinion, I agree with all the updated post but im not too convinced about two things, one thing its having the hide/unhide components of the…
If this is usefull in any way, this is the mesh broken in unreal exported to fbx so you can see what unreal import's Broken mesh.fbx