Just wondering, you guys plan on removing whatever const
keyword in the data structure that is linked to the grease pencil frame object for the Python API? Would love to get my scripts work again, and they adjust the frame_number variable.
Unfortunately, changing the frame number of a Grease Pencil frame is not something we can do from the frame itself anymore. The frame number isnāt stored on the frame, but in the layer now.
So instead, there is going to be a layer.frames.move(from_frame_number, to_frame_number)
function.
I see, well as long as there is a way to have the Python API interact and change the frame number of a frame then itās fine.
Maybe make it so that it takes more than one frame? Like from_frame_number
could be a list/array ? So if I have 100 frames that I want to change their time, if I precompute the frame numbers I could just call the function once instead of going through all 100 frames and call it.
Hi, Iām not really into Grease pencil and just testing new features in 4.3. I want to help and suggest. When creating shapes like line, box and circle in grease pencil. Users should be able to continue making the shape without having to press the enter key to confirm. If my suggestion is bad for UX, maybe after you create a line, box and circle shape, at the bottom there will be a pop-over button that says [confirm] [cancel].
Polyline tool: When you click on the first point you created, I think it should connect the line. I donāt know if thereās a feature/shortcut that connects it automatically. Please see video attached.
Yes, weāre aware that the tools are not ideal and we have plans to improve them. But this thread is specifically meant for feedback on the Grease Pencil 3 project, not feature requests.
Update: Beta stage!
Bender 4.3 entered beta this week! This means that Grease Pencil 3 will not receive any new major features and only bug fixes from now on. See the announcement here: Blender 4.3 Beta is here! ā Blender Developers Blog. Please download the beta, test, and report any bugs. Thank you!
In the next week or two, weāll complete the release notes, the manual as well as the documentation for the migration process for python developers.
Noted from the release notes:
Screen Space Stroke Thickness
Strokes are now always in āWorld Spaceā thickness mode.
Note that it is possible to recreate the āScreen Spaceā thickness effect using a geometry nodes modifier.
Is there a screenshot of an example setup available?
Having lines be consistently the same width regardless of world space placement is a rather key element of putting ink lines on objects.
Making thickness variable with distance from camera is pretty straightfoward. But Iām not sure how to take camera focal length into account⦠the shorter the focal length, the smaller the object in screen-space. Perhaps using the camera transform ?
Hi GP3 Team,
Congrats on releasing GP3 with 4.3 Beta! I started testing today alongside my brushes and noticed a drop in performance and line quality when a keyframe has several GP lines already. Please view the video attached for reference.
- Keyframe 1 has a much poorer line quality with sharper curves
- Keyframe 10 performance is significantly better
- New keyframe 20 shows optimal performance since there are no previous GP lines drawn
Please let me know if something Iāve set up is wrong but I have not experienced this in past GP iterations.
Thank you,
Maurits
GP3 Grouped Layer Management:
This is probably considered a feature request but it would be nice to be able to select multiple layers at once and then click the āGroupā button to add them to a folder. Currently you have to create a folder then drag individual layers to a folder. Just a thought to make it more intuitive.
Iād like to second this. @filedescriptor , saying āit is possible to recreateā this critical functionality but not actually explaining how is not a substitute for said critical functionality
I also wanted to ask about this topic (please reference video attached too). I noticed that if you scale the camera view (not zoom in or change focal length, just enlarge the view port when in camera view) and draw using the Radius Unit āViewā scales the size of the brush to match the same pixel size in relation to the enlarged camera view. Is this the intention how it should work or should it be based on the distance between the camera and the GP Object?
Traditionally, if you zoom in on your canvas in a 2D program and not change the brush size then youāre just zooming in on the pixels of the canvas. Here it feels like were enlarging the ācanvasā but the brush size is changing in relation to how much we zoom in. Is it possible that should not be happening when just enlarging the camera view? Or is this the intended behavior?
Working example would be, drawing a character and enlarging the camera view so Iām drawing bigger (which is easier) and then I scale the camera view down again and the line weight is really thin. Understandably, we can use Geo nodes but thatās just another step and thing to monitorā¦
Using the āSceneā mode makes more sense because the stroke is the size that it is in the scene, however, no one thinks of GP lines in meters so perhaps a pixel unit could be more easily understood here (please correct me if im wrong here)
I was going mention exactly the same about performance, I was just testing some old grease pencil files, and those that have more than 2 layers or lots of strokes become either too slow (lag when I draw) or the line quality drops significantly, leaving the strokes jagged and with sharp edges as @Maurits_Valk shows in the video.
GP3 Strokes Appear White in Object Mode
It seems like my GP strokes appear white when in object mode where as they previously were the color of the material (or just black). Is there a way to change this so I can see the strokes in Object mode?
Please see video attached. Note, Iām in material mode, not color attribute and color attribute is set to black.
This is hardly a replacement for the screen space thickness evaluation, at best itās a far more complicated setup that doesnāt deliver the same result. You shouldnāt need a complicated network of math nodes doing vector math and measuring distances to replicate a critical function that was one click on one setting previously
@Maurits_Valk hi, see: #128680 - GPv3: Vertex color by default in paint mods - blender - Blender Projects
Yes, Iām working on a node setup that I will put on the migration page.
Another idea is to add this as an option to the existing thickness modifier, but itās too late for that in 4.3.
Yes I have the same issue since I downloaded an nightly 4.4 version. I was waiting to see if they fix it in the following days.
Also another issue Iām having @filedescriptor is that whenever Iām moving GP keyframes on the dopesheet(just with g
or with duplicating the keyframe), the vertex snapping turns on in the viewport. But Iām just downloading the latest nightlyā¦maybe that will be fixed there.
Edit: With the latest nightly build , the snapping toggle is fixed on my end. The white lines are there but only in Draw Mode
. In Object
and Edit
mode the color is correct
Thank you for sharing the issue
Hi @filedescriptor, should we report anything via the bug reports in Blender (or submit it as an issue) instead of commenting here?