great! just a minor suggestion, I think it should be Shift + H for border
show so it's the same as regular hide tools
cheers
Daniel Salazar
patazstudio.com
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Thanks, updated in r44873.
-Nicholas
On Wed, Mar 14, 2012 at 2:58 AM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
great! just a minor suggestion, I think it should be Shift + H for border
show so it's the same as regular hide tools
cheers
Daniel Salazar
patazstudio.com
Buildbot had the same issue tonight, now it seems to be working fine. Also
works fine here. So this this was just fixed already.
On Wed, Mar 14, 2012 at 6:01 AM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
here's the log
http://www.pasteall.org/30014
Daniel Salazar
My apologies! My original post got bounced since I inlined the patch.
The reply you got here was only about 1/4 of my post. I will repaste
to clarify some of my points I was trying to make.
Original email:
-
I was messing around with imperial units in blender and found it to be
a pita. I dug
Ok, now for the actual replies! :)
Sorry if I'm missing something, but switching the units to Imperial in the
scene panel seems to do exactly what you ask.
I don't use imperial units, but just tried if it works and I could easily
scale the default cube to precise values entering yd, ft or in
Interesting ranting post on blenderartists about data lost due to user
not setting fake user on datablock.
http://blenderartists.org/forum/showthread.php?248813-MAJOR-BUG-in-2.62-loosing-Actions/page1
The point is, in my opinion: Should the user care about the number of
datablock references?
This is a problem specific to Actions. An object can have any number of
relevant Actions, but it can only _use_ one at a time. Shameless plug:
there's a patch at
http://projects.blender.org/tracker/index.php?func=detailaid=28453
that fixes this problem.
It's possible to get into this
-1 I like the new default. However the UI could be made more comunicative
about this, instead of displaying just a 0 it could somehow say this is
going to be deleted, not sure how yet but will give it a thought
Daniel Salazar
patazstudio.com
On Wed, Mar 14, 2012 at 12:40 PM, Tom Edwards
Hi everyone,
I just noticed that:
http://www.pasteall.org/pic/28427
Who added the grey text boxes? I find the look we had in 2.62 better
actually.
Sure, the text is a bit more readable with a background, but then I'd
prefer a more transparent one.
Also the current boxes differ in (text)size.
As comparison 2.62: http://www.pasteall.org/pic/28428
Ok, the Nudge and Fill/Deepen and maybe the Smooth one is a *bit*
different to read. But thats it.
+1 to revert to that or have a slight transparent background.
Am 14.03.2012 22:14, schrieb Thomas Dinges:
Hi everyone,
I just noticed that:
Hi,
I added the background boxes in r44532.
Consider vertex paint for an example of where this makes a big
difference: http://www.pasteall.org/pic/show.php?id=27401
This applies to the brush texture selector too, which can be even
worse (any texture with black along the bottom makes the text
I think a good approach to solve this would be to leave a bit more
black space on the top and place the names there with a grey color,
that way there is no need for the rough grey box, and all text will be
readable.
A sample with the first one: http://www.pasteall.org/pic/show.php?id=28430
On
It's not a problem specific to actions; brush blocks have the same
issue (because the paint modes have only a single brush pointer), so
we set the fakeuser flag when new brushes are added.
-Nicholas
On Wed, Mar 14, 2012 at 2:40 PM, Tom Edwards cont...@steamreview.org wrote:
This is a problem
Hi Daniel, I agree that the new default makes sense in blender's data
paradigm but I am questioning the paradigm not the default :)
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Maybe I am old fashioned but I find the newer labeled text easier to
find and read. Discerning the name among different shapes is a bit
confusing to the eye.
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Hi Everyone,
As a user, professional user, I find the current default unintuitive and
unacceptable. Instead of automatizing the process, this improvement
introduces de-automatization. Thing like that needs to be hidden under the hood
so to speak.
--- On Wed, 3/14/12, Antony Riakiotakis
I'm with Nick, the addition was obvious and needed, I think this is just a
coder art issue :)
what about something like this
http://www.pasteall.org/pic/show.php?id=28433
cheers
Daniel Salazar
patazstudio.com
On Wed, Mar 14, 2012 at 4:35 PM, Antony Riakiotakis kal...@gmail.comwrote:
Maybe
If the level of transparency can be controlled, with a nice default (maybe a
bit less transparent than what you have there, Smooth and Nudge are still hard
to read), then everyone can have it their way.
Martin
From: Daniel Salazar - 3Developer.com
Yep that was a quick overlay in gimp :)
cheers
Daniel Salazar
patazstudio.com
On Wed, Mar 14, 2012 at 4:57 PM, Martin Poirier the...@yahoo.com wrote:
If the level of transparency can be controlled, with a nice default (maybe
a bit less transparent than what you have there, Smooth and Nudge
I agree with Daniel and Martin. Nicholas's change is for the better but
suffers from coder art. I like Daniels mock-up but most definitely the
transparency needs to be darker.
-Sean
On Wed, Mar 14, 2012 at 7:01 PM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
Yep that was a quick
Agreed. As long as this is the paradigm, then this makes sense as a
default. However, I think it's not at all obvious that this is a good
paradigm as Blender moves forward. I remember this was a concern that
William had in the Big Buck Bunny days as well. Not sure if he's
around to weigh in on
Hi,
that's a nice solution. Daniels mockup looks much better. :)
+1 to Martins proposal here.
Thanks!
Thomas
Am 14.03.2012 23:57, schrieb Martin Poirier:
If the level of transparency can be controlled, with a nice default (maybe a
bit less transparent than what you have there, Smooth and
Hi,
I'm making some physical simulations using the Blender Game Engine, and
I realized the physics only use one of my CPUs.
Does anyone know why it uses only one CPU and if it is possible to make
it use more than one CPU?
Regards
--
Sven von Brand
Sven von Brand svbr...@alumnos.inf.utfsm.cl schrieb:
Hi,
I'm making some physical simulations using the Blender Game Engine, and
I realized the physics only use one of my CPUs.
Does anyone know why it uses only one CPU and if it is possible to make
it use more than one CPU?
Regards
--
Sven
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