- Amsterdam, Netherlands
- https://cessen.com
-
Animator, rigger, and software developer. Currently working at the Blender Institute as a developer on Blender's animation system.
Been using Blender since 1998, and worked on Big Buck Bunny and Sintel (two of Blender's open movie projects).
- Joined on
2003-03-21
This discontinuity is fundamental
Right, I'm aware that it's fundamental with this exact mapping. What I was suggesting is looking for a different mapping that's roughly equivalent near the…
The problem for me is that I just don't know why a more general kind of random rotation operation is needed.
For pure white-noise-style random numbers, you probably don't. In that case I…
I agree with @HooglyBoogly that baking a single "blessed" approach for this into geometry nodes maybe isn't the best idea. More thoughts below.
In the world of path tracing, sampling is…
Sounds good. I'll investigate making changes to narrowly affect just the parenting-related code.
I've only skimmed the code so far. But there are some higher-level things I'd like to discuss:
- I could be mistaken, but based on [your visualizations](https://projects.blender.org/attachment…
I opened a discussion on devtalk about moving transforms generally to double precision. That would…
In the animation & rigging module meeting last week, we decided that this PR (rather than #110074) is the most…
Thank you for your patience!
In the animation & rigging module meeting, we decided that #109980 is the most appropriate fix. I'll comment there with more details.
Ah... okay. I tested out Blender's current behavior, and it's different than I thought. I assumed that the option applied to any increment snapping, but it turns out that in the 3D viewport it…
Got it. Yeah, definitely sounds like there's a semantic difference between the "duplicates", then. So thumbs-up on leaving them separate.
Your explanation of the name also makes sense to me. …
will #110301 generate some jitter when key frames are squeezed together visually and when you zoom, it will lose details especially around extreme positions?
I don't…
I think we can bump that even further since the drawing is still a bit weird at that value
Good call. I was trying to be conservative, but I think you're right that I was being over-conservat…
Can we use
ulp_diff_ff
in the implementation ofcompare_ff_relative
, since it seems like it would correct some issues there?
Will do.
I think there's usually a good reason to do both…