does your fps button in the Render window-> format tab state 30 fps ?DYeater wrote:Imagine my ... , you'll notice that they do not match.
bf-blender / Windows & Linux (2005/05/11)
Moderators: jesterKing, stiv
That's a point I can't understand. Is there anything that has been positively solved taken out the fullscreen button? It was related with some issues on OpenGL button redrawing not working properly?... because I don't have any ATI card (on the two machines I test Blender) andHiNMity wrote:And is the fullscreen button going to be available in 2.37?
I got e-x-a-c-t-l-y the same troubles with the buttons redraw


Yes it does. I am in the U.S. and only do video stuff so NTSC 30 fps is all I currently use. By the way, I know Blender is developed in Europe, but I'm just curious why there is a PAL 16X9 option, as well as a PAL standard option ... yet there is no NTSC 16X9 option. Just something that came to my attention.joeri wrote:does your fps button in the Render window-> format tab state 30 fps ?DYeater wrote:Imagine my ... , you'll notice that they do not match.
As to the new time line and audio time line, I am currently using two of the new time lines on top of each other. The bottom set to seconds, and the header removed. The top is set to frames. The seconds and frames match perfectly. No, the scales are different between the audio time line and the new time line. I would really be surprised if they didn't get rid of the audio time line window, since the functionality of the new time line is so much more improved.
Two observations:
- The extrude popup is bypassed sometimes. Now, I've gotton used to clicking with the mouse once after pressing E to okay the extrusion, and the dragging with the mouse. But now if the menu is bypassed, this automatic mouseclick exits the transformation after extrusion. Very confusing! I had to use undo several times and redo the extrusion, without that click, so that I can move the extruded vertex/edge/face along it's normal. And there's no information that there will be no popup window!
- Why can't we change layers during edit mode?? Is there any *ONE* single reason for this change? During modelling, you might want to turn on another layer to see some other object, for reference for example, or turn one layer off so as not to distract your view.
- The extrude popup is bypassed sometimes. Now, I've gotton used to clicking with the mouse once after pressing E to okay the extrusion, and the dragging with the mouse. But now if the menu is bypassed, this automatic mouseclick exits the transformation after extrusion. Very confusing! I had to use undo several times and redo the extrusion, without that click, so that I can move the extruded vertex/edge/face along it's normal. And there's no information that there will be no popup window!
- Why can't we change layers during edit mode?? Is there any *ONE* single reason for this change? During modelling, you might want to turn on another layer to see some other object, for reference for example, or turn one layer off so as not to distract your view.
Should motion blur work with softbodies in animations? Neither the softbody effect, nor the motion blur, appears to render.
Animation works fine without motion blur, and still renders work fine with motion blur. Just can't seem to get motion blur on softbodies to work in animation tests.
Good to see motion blur works with world-textures.
Great stuff, thanks for everything...
Animation works fine without motion blur, and still renders work fine with motion blur. Just can't seem to get motion blur on softbodies to work in animation tests.
Good to see motion blur works with world-textures.
Great stuff, thanks for everything...
I'll complain again:
When loading a .blend file from a previous version, the ortho cameras are not at the same distance. i.e. they are zoomed in further than they were in previous versions of blender
I realize that this is likely due to the new ortho code. But it would seem to be a priority to support backwards compatibility with previous blend files.
When loading a .blend file from a previous version, the ortho cameras are not at the same distance. i.e. they are zoomed in further than they were in previous versions of blender
I realize that this is likely due to the new ortho code. But it would seem to be a priority to support backwards compatibility with previous blend files.
Well, you can just move the cameras, can't you? As far as backwards compatibility goes, I get the feeling that it's starting to be a problem. The new animation refactor will likely not be backwards compatible, if I'm hearing things right.zaphire wrote:I'll complain again:
When loading a .blend file from a previous version, the ortho cameras are not at the same distance. i.e. they are zoomed in further than they were in previous versions of blender
I realize that this is likely due to the new ortho code. But it would seem to be a priority to support backwards compatibility with previous blend files.
There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.
As indicated by the Render Changes in the change log here: http://www.blender3d.org/cms/Render_Changes.515.0.htmlzaphire wrote: ....
I realize that this is likely due to the new ortho code. But it would seem to be a priority to support backwards compatibility with previous blend files.
Because of this new feature, older (ortho rendering) Blender files might need to be tweaked to match desired results. A full backwards compatible conversion could not be implemented.
Thank you camel. Its too bad a solution couldn't be found, but it isn't such a huge problem.
Bellorum:
You have to set the scale values. The problem is I have over 64 blend files that may need updating. (working on a game with prerendered graphics for the igf) But I love Blender so much and it has saved me so much time and money, that I can't really complain. If it turns out to be a huge issue I can just keep using 2.36 for those files.
aside:
Thank you to the Blender team for all your great work! Blender is an amazing program that just keeps getting better. =]
Bellorum:
You have to set the scale values. The problem is I have over 64 blend files that may need updating. (working on a game with prerendered graphics for the igf) But I love Blender so much and it has saved me so much time and money, that I can't really complain. If it turns out to be a huge issue I can just keep using 2.36 for those files.
aside:
Thank you to the Blender team for all your great work! Blender is an amazing program that just keeps getting better. =]
Backward compatibility problems are going to happen. But with the Python language, enterprising coders can create bridge applications, if they desire, to enable the latest Blender releases to read, and transform, older legacy blends.
I am all for dropping backward compatibility if it means a leaner, more efficient, feature rich Blender.
I am all for dropping backward compatibility if it means a leaner, more efficient, feature rich Blender.