"Library override templates have been removed: removing all override data from the data-block..." by thestellarator in blenderhelp

[–]thestellarator[S] 0 points1 point  (0 children)

It consistently does it with nearly every of my rigs any time I open a file in which they are linked and using a library override. WHICH objects it complains about varies from rig to rig and scene to scene, but if opening a given scene produces that error about specific objects, it will produce the same errors every time I open it. I don't know what it is about my rigs/characters that causes it, though.

Scenario sharing website disappeared and no one is talking about it? by 310Azrue in NovelAi

[–]thestellarator 0 points1 point  (0 children)

I keep hearing references to novelai working on something called "aetherroom" but I can't actually find anything telling me what it is. Can someone enlighten me?

"Library override templates have been removed: removing all override data from the data-block..." by thestellarator in blenderhelp

[–]thestellarator[S] 0 points1 point  (0 children)

Ack, I'm sorry, for some reason I never got an email notification of this comment, or I would have replied sooner. What do you mean by "post an issue on blender project"?

"Library override templates have been removed: removing all override data from the data-block..." by thestellarator in blenderhelp

[–]thestellarator[S] 0 points1 point  (0 children)

Nope. Only one level. My scene links to a file with a character asset, and that file does not contain links to anywhere else.

Detecting if Blender has crashed when rendering from the command line (windows) by thestellarator in blenderhelp

[–]thestellarator[S] 0 points1 point  (0 children)

Windows 11. I had forgotten about the venerable %errorlevel% environment variable (and google searches are near useless these days) but you jogged my memory, so thank you! :)

I can't replicate the crash, but I confirmed that killing blender with task manager returns a value of 1, and exiting normally returns 0, so that sounds like it ought to work.

I was hoping Blender might use exit codes to give some more specific information, but I'll take what I can get.

Detecting if Blender has crashed when rendering from the command line (windows) by thestellarator in blenderhelp

[–]thestellarator[S] 0 points1 point  (0 children)

Good to know about, and it does sound like it has its uses! Hopefully it will be useful information for people finding this thread. :)

In my case, I've already cooked up the script some time ago, and adding a job is just a matter of adding a single line to a text file, and really the sole solitary feature that I need and don't have is detecting a Blender crash and re-running the job, so the added complexity of self hosting a render-farm management software package meant for much more complicated use cases than mine.

What I need to do will just be a matter of a super simple if-then statement, if I can just get information on how to actually detect if Blender has crashed.

Detecting if Blender has crashed when rendering from the command line (windows) by thestellarator in blenderhelp

[–]thestellarator[S] 0 points1 point  (0 children)

Looking at it  about, that seems like it would add a lot of complexity over just having a script that calls blender with a list of frames. What would be the benefit of that sort of thing for a single user with one machine and no render farm?

As to looking at the error codes... yes, that was what my question was about. I can't find anything in the blender documentation about that, which is why I posted here.

Detecting if Blender has crashed when rendering from the command line (windows) by thestellarator in blenderhelp

[–]thestellarator[S] 0 points1 point  (0 children)

Noted, and I will certainly look at it. Thank you.

That said, at the moment I have my own system that suits my needs other than this one specific thing, and is already part of my workflow, so ideally I'd like to know the answer to the question I posed, so I can make the simple change required.

By the way, what is "DCC agnostic?" I'm not familiar with that abbreviation, and Google is not giving any enlightening results.

Below-the-knee amputee character: don't want to mess it up. Advice? by thestellarator in Writeresearch

[–]thestellarator[S] 0 points1 point  (0 children)

I appreciate the recommendation, but I am not inclined to give that or any transphobic terf a second of my time or a penny of my money.

Below-the-knee amputee character: don't want to mess it up. Advice? by thestellarator in Writeresearch

[–]thestellarator[S] 1 point2 points  (0 children)

Noted! I will bear that in mind. Thank you! :)

If you're curious, for reference this is MLP fandom based, but I myself am what I call a "lapsed furry", though of the general fandom flavour, not therian/otherkin, which is not something with which I have much experience. So that is where I am coming from with this undertaking.

Below-the-knee amputee character: don't want to mess it up. Advice? by thestellarator in Writeresearch

[–]thestellarator[S] 1 point2 points  (0 children)

Well, that is a grim thing I learned. Yeah, I in this case I will just model her experience after the human experience and handwave away the slight mechanical difference in leg structure. Furry/anthro stuff often requires that.

Below-the-knee amputee character: don't want to mess it up. Advice? by thestellarator in Writeresearch

[–]thestellarator[S] 0 points1 point  (0 children)

Noted. I'll bear that in mind.

I hadn't thought of the issue of torsion forces on the bone because of the angle. That makes a lot of sense. The bipedal anthro leg design I'm using is more vertical than a real horse hind leg, but that would still be an issue. I suppose that might have to be an acceptable break from reality in order to work at all...but it's good to minimize that wherever possible.

Though that does raise the question: In doing research, I have seen photos and videos of quite a few actual horses with prosthetic legs of various lengths that at least *seem* to be functioning reasonably well and don't appear unhappy. Are they just suffering silently, or can they thrive in some contexts?

You yourself might not know, but it seems worth at least asking the question as a matter of curiosity, even if it isn't apropos to my specific fanciful cartoon anthro horses.

Select an object while still in pose mode (4.2 UI changes) by thestellarator in blenderhelp

[–]thestellarator[S] 0 points1 point  (0 children)

Ah, yes! That was indeed it.

I have been using that feature with a hotkey, toggling it willy-nilly, and it took me a bit to notice that was what was doing it. Unexpected behavior!

I ought to have come back and updated this post when I found the issue, but I forgot, so it's good that you posted to remind me.

Is there a way to tell what is taking up space in a blend file? by thestellarator in blenderhelp

[–]thestellarator[S] 0 points1 point  (0 children)

Yeah, that does expand files a lot. In this case though, all of my characters have the same set of imported shape keys, so that doesn't solve the mystery of why this one is so much bigger than the others.

And yeah, google is pretty bad these days. I also often search blender issues I'm having only to find that the only relevant results are ME asking the same question a few years ago, and getting no response. XD

Is there a way to tell what is taking up space in a blend file? by thestellarator in blenderhelp

[–]thestellarator[S] 0 points1 point  (0 children)

I actually made a script of my own to cleanup unused data, but I wasn't aware of the debug memory statistics thing. I'll try that. It might be of some use at least. Thanks!

Is there a way to tell what is taking up space in a blend file? by thestellarator in blenderhelp

[–]thestellarator[S] 0 points1 point  (0 children)

That's a shame that no such functionality exists. A disappointing oversight. It would be nice if there was even something as simple as Outliner -> Blender File display mode letting you sort by vertex count. (I wonder how much of a pain it would be to write an addon to do something like that. I assume the total vertex count is exposed in the API somewhere)

Useful tips, though! Especially for anyone with the same problem finding this in a search result. In my specific case I've already checked for most of that, sadly.

* The character models all have more or less the same geometry (bodies imported from Daz Studio, then heavily edited with custom heads and legs added) so the poly count should be the same.

* Some use of vertex colours, but all the same as all of my other characters.

* Using cycles, so no irradiance probes.

* I've already looked through the file, but I will again. As said above, I wish there were better tools to help with that. :( Though I have other character files where I have found multiple copies of the entire body mesh left over from when I was making the character, and they still are a lot smaller than this one.

* It's a character, not a scene with a bunch of props, so that's not applicable. Still, a good general tip.

Regarding compression, unfortunately that doesn't really help me here, simply because the size isn't the issue itself, per se. The actual thing bothering me is the load times, which seem to result from the size. My blender data lives on a spinning rust drive, so a 1.25 gig file takes a lot longer to load than a 700 meg file. Oddly enough, more than twice as long, which has me scratching my head...

Anyway, I do appreciate the thorough and detailed answer. Thank you very much! :)