- Brasil
- https://www.linkedin.com/in/germano-cavalcante-77224867/
- Joined on
2012-10-07
Thank you for the report.
I have been able to reproduce the issue. I will forward this to the development team for further inspection.
Thank you for submitting the report about the inconsistency in the naming convention of bendy bones. But his issue appears to qualify as a feature request and not a bug.
Have you contacted the…
Thank you for the report.
I can confirm the problem with the UV map output for hair curves in both EEVEE legacy and EEVEE Next. It's noteworthy that the "Particle Hair" functionality seems to…
Thanks for the report .
The bpy.ops.import_scene.obj
was from the legacy obj importer addon, which was removed in blender/blender-addons@67a4aab0da
It has been legacy for quite some while…
Fixed by eb399678f5c30b23f94f315b22a3a5ee61f00378 Thanks @HooglyBoogly
I can confirm this fixes #115334: "Regression: Crash when snap vertex"
Great :)!
For #115366, Philipp mentioned that it can also replicate without the subdivision modifier. So maybe it…
The code that sets the Transform Pivot Point Active Element
as being the "Head" of the Bone is explicit and has always worked like this:
https://projects.blender.org/blender/blender/src/branch/m…
However, the question remains: why is the active point not the selected point. In fact, there may be a bug.
Hi @AdamEarle,
According to the video, in 4.1 you are using the Median Point as the Center, while in 4.0 it is the Active Element.
There is no bug here, the Snap With
Center option uses…
It looks like it is related to bpy.app.translations
which is for translating the interface.
What language do you use in the interface?