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Game Editing => 3D Modeling & Content Creation => Topic started by: ratty redemption on March 24, 2012, 02:29:03 AM

Title: [Blender 2.62] issues, problems and changes
Post by: ratty redemption on March 24, 2012, 02:29:03 AM
is the current version of it buggy? it doesn't behave as i'm used to with 2.4x, i can't find where to set it's threshold.

it often seems to collasps verts that are adjacent to the dragged (selected) verts although several minor grid units away and not close enough for me to want them merged.

3d view > edit mode > mesh menu > automerge editing
Title: Re: blender 2.62 automerge editing?
Post by: kat on March 24, 2012, 03:02:34 AM
I can't find any settings either so I wonder if it's sensitivity is determined by the "Scale" being used (in "Display:" properties, "N") in the main 3DView - I just tried it and had to pretty much drop the verts on top of each other before they would join together, this is using "Scale: 1.000".
Title: Re: blender 2.62 automerge editing?
Post by: ratty redemption on March 24, 2012, 03:13:19 AM
thanks kat and i'll test that report back, might be tomorrow though as i'm rendering something at the moment.
Title: Re: blender 2.62 automerge editing?
Post by: ratty redemption on March 28, 2012, 05:01:51 AM
hmm, i've done some more tests with the automerge at various grid scale settings and it doesn't appear to make any difference, which is good imo. it also seems only one of my current meshes has the weird snapping/merging behavior of collapsing nearby unselected verts to the dragged ones. the only difference i can think of is that mesh used to have shape keys (morph targets) so maybe that causes the bug?
Title: Re: blender 2.62 automerge editing?
Post by: kat on March 28, 2012, 06:19:53 AM
If you 'clean' the mesh of any shape keys or influence therein, does the problem still happen?
Title: Re: blender 2.62 automerge editing?
Post by: ratty redemption on March 28, 2012, 04:31:09 PM
i'll have to do more tests but yes i think the bug persists. last night i quickly created a similar new mesh in the same location but without any modifiers or shape keys, the vertex snapping/merging worked as i would expect.

overall i am really enjoying working with 2.62 and have no intentions of going back to 2.49b except for converting older .blend files over to the newer versions, it's just some of these bugs are wasting a lot of time which i would perfer to be spending on other things.
Title: Re: blender 2.62 automerge editing?
Post by: ratty redemption on April 01, 2012, 11:34:12 PM
i think i've tracked down this bug from a user's perspective, it seems not related to shape keys as i had previously thought, but rather if a mesh has been scaled in object mode and not then had the scale applied with 3d view > ctrl a > scale

the bug doesn't always happen under those conditions, but if it does then applying scale in object mode seems to fix it.
Title: blender 2.62 edge select mode?
Post by: ratty redemption on April 10, 2012, 04:13:27 AM
has anyone here manged to successfully change it from the default select to tag seam?

when i then try to use alt rmb blender still selects an edge loop. iirc in 2.4x it would allow the closest edge under the mouse cursor to be toggled with seam or crease etc.

3d view > edit mode > tool shelf > mesh options > edge select mode
Title: Re: blender 2.62 edge select mode?
Post by: kat on April 10, 2012, 06:25:45 AM
I can confirm that not doing what you want because I've been looking for that as well; it was a really handy tool in 2.49 that I think (don't quote me on that) was removed in the 2.5 series. Not entirely sure why (I've not read or seen anything concerning it), but at a guess it'll be something to do with the switch made to the way the 3DView renders objects I bet. Note that the ability may still be there, just hidden as some obscure shortcut or something.
Title: Re: blender 2.62 edge select mode?
Post by: ratty redemption on April 10, 2012, 07:59:10 PM
thanks kat and damn, that was a great time saving feature, i really hope they oneday implement it again.
Title: blender 2.62 redundant data left in blend files?
Post by: ratty redemption on April 22, 2012, 04:47:00 AM
i'm trying to remove some redundant data from my blend files, using the outliner window > display mode > datablocks and current scene.

with certain types of data, for example meshes, textures and materials, we can unlink them and they will then turn to orphans which will then be purged from the blend file next time it is saved and reopened, although apparently only if the data types start off with being linked to objects etc, or have fake users?

i've noticed some data blocks, even without the fake users ticked will stay in the blend file, specifically the actions data.

does anyone know how to purge all redundant data or even just the actions?
Title: Re: blender 2.62 redundant data left in blend files?
Post by: kat on April 22, 2012, 09:43:29 PM
Yeah I've had that happen a few times, the only way to remove them is to open a brand new file and Append the data you want to keep. Doing this usually only brings in the required blocks leaving the 'corrupted' info where it is.
Title: Re: blender 2.62 redundant data left in blend files?
Post by: ratty redemption on April 23, 2012, 12:16:39 AM
thanks kat and i started using that workaround earlier today. so really this is the same problem we've always had with blender, and not even the new outliner tools can clean up our blend files? *sigh*
Title: blender 2.62 possible gamma bug
Post by: ratty redemption on April 23, 2012, 05:16:20 AM
during the process of starting with a new clean blend file, with no user data other than ui preferences, and then appending objects and all their linked data into the clean blend, i noticed what might be a gamma bug. if you compare these two images, the 2nd one has a lighter grey background to the 3d window, but the world values defined for both blend files are the same.

if this isn't a bug, any idea how to fix this so the 2nd file has the darker gamma? to clarify i don't want to simply give the world a different value, i want it to be consistant across all my projects i do with 2.6x if possible.

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fth01.deviantart.net%2Ffs71%2F150%2Ff%2F2012%2F113%2Fb%2Fa%2F021_by_rattyredemption-d4xdw9d.jpg&hash=20eba62b1f28c8583bfc0cc7d8c37b8087121a77) (http://fav.me/d4xdw9d)
(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fth09.deviantart.net%2Ffs70%2F150%2Ff%2F2012%2F113%2F5%2F4%2F022_by_rattyredemption-d4xdwco.jpg&hash=bd4c08d60aa962d6f65f4fe48d939f4913b9d4c1) (http://fav.me/d4xdwco)


Title: Re: blender 2.62 redundant data left in blend files?
Post by: kat on April 23, 2012, 08:18:48 AM
In word 'yes'. It's not a surprise really due to the way Blender uses 'blocks' of data and 'links' therein.. it means these isolated bits of data exist quite legitimately in the files structure even though they may not be used at any given time; ideally you'd want to be able to delete them from the OOPS (Outliner) but that's never really been possible (as you know), probably as a preventative measure to stop Users accidentally deleting blocks that are linked to other elements.
Title: Re: blender 2.62 possible gamma bug
Post by: kat on April 23, 2012, 08:21:42 AM
Save the file with the 'broken' values. Create a clean new files and Append everything again... if the data comes in incorrect still then it's possibly a bug you need to report. If on Append everything looks OK then you probably just had some wonky data in the original file contents.
Title: Re: blender 2.62 redundant data left in blend files?
Post by: ratty redemption on April 23, 2012, 08:36:55 PM
understood i think. and i am not a coder so could be wrong, but surely there would be a way to flag user data and then only permit deleting either all user data, or specific user data, like the types i mentioned previously?
Title: Re: blender 2.62 possible gamma bug
Post by: ratty redemption on April 23, 2012, 08:46:18 PM
it is a bug imo, or at the very least poorly designed, as i've just tested using the factory settings, and if we define a background color for say the 3d view, by using the user preferences window > themes > 3d view, then go into the properties panel > world > world > horizon color and use it's color picker to copy the color from the 3d view, or the user preferences path, the result is the same color visually but with different values for rgb and hsv, unless the defined color is pure black or white.
Title: Re: blender 2.62 redundant data left in blend files?
Post by: kat on April 23, 2012, 08:48:57 PM
Well technically yes, but if you remember, in 2.49 the data links shown in the OOPS were actually limited to a selection so not everything was shown - so far as I've seen this behavior is carried into the newer versions as well. Having said that though, yes, if there was a way to select a datablock and do a sort of "right-click > properties" on it to see everything linking to and fro that would help a great deal as well as being able to delete specific blocks irregardless.
Title: Re: blender 2.62 redundant data left in blend files?
Post by: ratty redemption on April 23, 2012, 09:03:37 PM
good point, and agreed.

ot: i've recently been listening to the blender podcasts and apparently the devs allow listeners/users to email them directly. i might try this as a way of submitting feature requests and reporting bugs, as i'm not too keen on that bug tracker site, although might give it another go if all else fails.
Title: Re: blender 2.62 possible gamma bug
Post by: ratty redemption on April 24, 2012, 01:43:31 AM
hmm, apparently it's not a bug, it's a feature. going into properties window > render > shading and turning off the default option of color management restores the world rgb and hsv to be the same as other user defined colors.