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44 Comments

  1. I've tested.
    There's a problem with particles. I'll try to report this bug if i don't find another with the same content.

    When i choose HAIR mode, the options about VELOCITY disappears, i reloaded 2.56a and it's ok.

    This is really an Odissey. Congratulations to all programmers and other people helping.
    I'm studyng and soon i'm going to help with programming.

  2. Przetestowałem. Jest problem z cząstek. Postaram się, aby zgłosić ten błąd, jeśli nie znajdę innego o tej samej treści. Kiedy wybrać tryb włosów, opcje dotyczące VELOCITY znika, i reloaded 2.56a i jest ok. To jest naprawdę Odissey. Gratulacje dla wszystkich programistów i innych osób pomaga. Jestem studyng i wkrótce mam zamiar pomóc programowania.

  3. @josiasbh
    theres a box next to segments: advanced, check it and old settings appear, i guess thats made to keep hair simple at first ;)

  4. josiasbh @ tam pole do segmentów: nowoczesne, sprawdz to i stare ustawienia wyglądają, i Chyba to się utrzymać włosy proste na pierwszy;)

  5. Denis Dzyuba on

    I've tested the Win 64 .zip version and found a massive bug: the normal maps baked in an earlier build look inverted (what's supposed to be a raise looks like an indentation and vise versa) and the only way to make them look correctly is to change the geometry influence from 1 to -1. I reported the bug, but forgot to mention it's in the RC2.
    Stupid of me... :-(

  6. Denis Dzyuba on

    Przetestowałem Win 64 w wersji zip znaleziono ogromny błąd:. Map normalnych pieczone we wcześniejszej produkcji patrzeć do góry nogami (co miało być podbicie wygląda wcięcia i vice versa), a jedynym sposobem, aby wyglądały poprawnie jest zmiana geometrii wpływ od 1 do -1. Zgłosiłem błąd, ale zapomniałem wspomnieć w RC2. Stupid mnie ... :-(

  7. Hi!
    Thanks 4 great job!!
    - RC0 had some problems with texture paint mode - one of the objects had proble when used multi owned material and textures - when iwanted to paint it blender crashed down.
    - please bring back skin faces! this was very helpfull feature
    - does RC2 has bmesh ?

  8. Hi! Dzięki 4 świetną robotę! - RC0 miał problemy z trybem malowania tekstur - jeden z obiektów miał proble stosowane własnością wielu materiałów i faktur - kiedy iwanted malować to blender runęła. - Proszę przywrócić skórze twarzy! było to bardzo pomocna funkcja - czy RC2 ma bmesh?

  9. @norbert chitsike: Yeah, it is really noticeable when you load a file from the 2.40 era -the horizontal layout doesn't 'stack' as well horizontally as it does vertically

    -and.. the left-right scroll is not there on the python script screen so text gets cut off.

  10. normls still has lots of issues,
    if you want to paint in viewport its needed 32bit float images to render rigth, but proyecton paint dosnt work well.

    susing mirror modifier with tangent maps leaves an ugly seam in the middle

    using 8 bit map for painting bump maps, generates a granny (dont know if it is the word, i mean lot of grain) surface on viewport and render.

    the inverted values that mentioned Denis Dzyuba before

    that is all i saw for the moment

  11. @Dweezler: The text editor now has a button to wrap lines, this should make long lines possible to read.

    Cheers and thanks to all the Blender devs for all the hard work.

  12. So where is the bevel now? Not the Modifier one that affects the whole mode. The one that works on selected vertices, edges and faces.

  13. Excellent, 2.57 is edging closer to release :-)

    Does anyone have the OS X 64bit build installed? Does it include the community addons? In particular I need the OBJ import script. (I have a build straight from SVN on my Gentoo Linux box here, so I wouldn't know :-D )

  14. I think I speak for the vast majority of the community when I say thank you so very much to all the developers, testers and the rest of the foundation for the concerted effort to bring 2.57 to the masses.

    Your efforts are truly awesome :)

    Oranjeboom's all round (mmmm ... beer)

  15. @Thorben
    I have the OS X 64bit RC1 installed, and it does include OBJ import addon.

    I've never tried the import, usually export is enough for me...

  16. Thanks for the hard work people!
    BTW Are there really so many issues? Haven't still tried any 'big' scenes and all but it works fine atm.

  17. I haven't tried it yet, but I doubt that redo is missing. The shortcut for redo has changed though so that might be your problem, @pixnlove. Try using Ctrl+Shift+z for redo.

  18. Denis Dzyuba on

    Yesterday I mentioned it about the Win 64 .zip version but just now I tested the Linux i686 one: the same problem. The normal maps look inverted. What on earth..? :-(

  19. Even on the 2.56 version the normals are inverted. I watched a tutorial about texturing in this version and the tutor did mention this fact. Not tried in 2.57 yet since 2.56 working well. As with anything new there will be bugs, that's the nature of it.

    Bug reporting needs to be kept factual. Issues with this and that will appear. In the 2.56 build multi layer mapping does have a stippling issue I can only assume that this is caused by the order the maps are generated in.

    Will try 2.57 to see what's what and report findings.

  20. Cyb said: "So where is the bevel now? Not the Modifier one that affects the whole mode. The one that works on selected vertices, edges and faces."

    +1 for that!

  21. Denis Dzyuba on

    @RODB, you are absolutely correct, thanks a lot: the inverted normal maps are not a bug. I tried to re-bake them in the 2.57 RC2 and the newly-baked normal maps work exactly as expected. I used the old build (r34920) to bake the original maps and somewhere between that one and the RC2 there was, apparently, a change that I must have missed.
    BTW, speaking of texturing tutorials, if the one you mention is the GLSL Bump painting (http://www.blendernation.com/2011/03/31/tutorial-glsl-bump-painting/#utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+Blendernation+%28BlenderNation%29) then it mentions the bump maps, not the normal maps: the normal maps in the tutorial use the influence 1, not -1. I just double-checked. :-) Anyways, thanks again.

  22. When I download the Linux 64bit version, I still get version 2.56.6 r36007, including a folder named "2.56". Isn' the 64 bit version ready yet?

  23. To all mentioning the normal map "bug." It is actually the "industry standard" among other packages that the normals are produced this way. What is great about it is the interoperability between other software in your pipeline and a simple invert of the red and green channels or -1 geometry fixes the problems with older maps.
    I will say however that I looked up documentation on it and there wasn't anything specific about the reason behind the change so it is kind of speculation at the moment.

  24. Does anyone else have problems with getting the Follow Path constraint to work? When I set it up, the object that follows the path goes to the start of the curve, but but it will not follow the path when I start playback, but simply stays still. It moves along the path when I switch on fixed position and slide the offset value although still not when I playback. I've noticed this problem since before 2.54. Has the way to animate it changed, or is it a bug?

  25. No mention has yet been made, so I'm asking for anyone to confirm that the screw modifier when applied to a circle rotated 90 deg on the x-axis doesn't seem to be doing anything visible. Maybe I'm wrong, but please take a look.

    Thanx

  26. Sounds good...I just recently got RC1, so looks like I'm gonna have to upgrade again then. I'll grab this, and see what happens. Thanks guys.

  27. @josiasbh - See if there's a check box marked "Advanced." I don't know if it's in the official release candidate since I'm using a version from Graphicall, but if you click the Advanced check box the options should appear.

  28. I am certain that this has been noticed and reported, however, for the sake of personal importance, the blender fbx exporter/importer is broken, whenever i try to load a model into unity3d it crashes.

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