Sculpt: grab + symmetry behaves incorrectly #25370

Closed
opened 2010-12-24 01:57:19 +01:00 by Felix Schlitter · 27 comments

%%%Second one in a row, never reported it because I've been hoping it would get fixed anyway. Been waiting for long time now, so maybe it's time.

The scuplt mode grab brush/tool is behaving very strangely for me.

Easiest way to reproduce:

  1. Switch into orthogonal view. (optional, but easier to see here)
  2. Add Cube
    2-a) Use sculpt-grab tool now and everything is fine
  3. Use multires (and apply)
    3-a) Use sculpt-grab tool now and it is behaving very weird ( pulled region doesn't stay at pointer, it shoots way beyond the pointer. )

Thank you for your time!!

My specs:
OS: Win 7
Blender: 2.55.1 r33822
GC: Nvidia GeForce 8600 GT
%%%

%%%Second one in a row, never reported it because I've been hoping it would get fixed anyway. Been waiting for long time now, so maybe it's time. The scuplt mode grab brush/tool is behaving very strangely for me. Easiest way to reproduce: 1) Switch into orthogonal view. (optional, but easier to see here) 2) Add Cube 2-a) Use sculpt-grab tool now and everything is fine 3) Use multires (and apply) 3-a) Use sculpt-grab tool now and it is behaving very weird ( pulled region doesn't stay at pointer, it shoots way beyond the pointer. ) Thank you for your time!! My specs: OS: Win 7 Blender: 2.55.1 r33822 GC: Nvidia GeForce 8600 GT %%%

Changed status to: 'Open'

Changed status to: 'Open'

%%%I could not reproduce this bug (r33822 win xp), but I found another, related bug, which can be found here. Are they the same?
http://projects.blender.org/tracker/index.php?func=detail&aid=25371&group_id=9&atid=498%%%

%%%I could not reproduce this bug (r33822 win xp), but I found another, related bug, which can be found here. Are they the same? http://projects.blender.org/tracker/index.php?func=detail&aid=25371&group_id=9&atid=498%%%

%%%Hm, I would say not, because it doesnt snap and I am not using front faces only option.
For the bug I reported it does not snap but rather seems to be overshooting. So if you are close, the grabbed verts are close, but the farther you move the pointer, the farther also the vertecis go from the pointer. Hard to explain? Is there any appreciated freeware screengrab software to record it?%%%

%%%Hm, I would say not, because it doesnt snap and I am not using front faces only option. For the bug I reported it does not snap but rather seems to be overshooting. So if you are close, the grabbed verts are close, but the farther you move the pointer, the farther also the vertecis go from the pointer. Hard to explain? Is there any appreciated freeware screengrab software to record it?%%%

%%%Just noticed again and remembered that I also get another green circle (in addition to the one on the pointer) some where random around the cursor. It only shows when I am grabbing... Maybe that is intended, maybe linked.. just feeding info%%%

%%%Just noticed again and remembered that I also get another green circle (in addition to the one on the pointer) some where random around the cursor. It only shows when I am grabbing... Maybe that is intended, maybe linked.. just feeding info%%%

%%%And also, it almost seems like the angle on what I am looking onto the mesh while sculpting seems to matter. Generally, the the more top / down I look at it, the faster it seems to get, the more horizontal I am the more normal. I used the word 'seem' on purpose thought. Still kinda appears random%%%

%%%And also, it almost seems like the angle on what I am looking onto the mesh while sculpting seems to matter. Generally, the the more top / down I look at it, the faster it seems to get, the more horizontal I am the more normal. I used the word 'seem' on purpose thought. Still kinda appears random%%%

%%%Can't reproduce this bug. No matter what I do, those vertices follow the cursor exactly.

Have you tried to load "Factory Settings" for Blender. -> Are you sure you don't have some kind of brush falloff enabled?%%%

%%%Can't reproduce this bug. No matter what I do, those vertices follow the cursor exactly. Have you tried to load "Factory Settings" for Blender. -> Are you sure you don't have some kind of brush falloff enabled?%%%

%%%yes, just tried that. Unpredictable behaviour still occurs. They just won't stick. Either they shoot over or under....%%%

%%%yes, just tried that. Unpredictable behaviour still occurs. They just won't stick. Either they shoot over or under....%%%
Member

%%%I fixed an issue with 'front faces only' for this mode, check new svn and retry?
There's also always a chance your build is not OK. Always verify issues with official release from blender.org.
Compare with someone else's build from graphical.org?%%%

%%%I fixed an issue with 'front faces only' for this mode, check new svn and retry? There's also always a chance your build is not OK. Always verify issues with official release from blender.org. Compare with someone else's build from graphical.org?%%%

%%%I am not familiar with how that svn stuff works, sorry. I usually just download builds from graphicall. I've been downloading builds from a user called 'cog' whose builds seem to be working perfectly for all other purposes.%%%

%%%I am not familiar with how that svn stuff works, sorry. I usually just download builds from graphicall. I've been downloading builds from a user called 'cog' whose builds seem to be working perfectly for all other purposes.%%%

%%%Can you describe more what you mean by "use multires"? What buttons/actions exactly?%%%

%%%Can you describe more what you mean by "use multires"? What buttons/actions exactly?%%%

%%%I just add the multires modifier, subdivide once and then apply it.

I cannot find the pattern as to when it works and when not. I mean it also freaks out with other meshes, meshes that never saw a multires modifier. But all the sudden really. I would believe it is connected to the relationship between view, pointer and mesh...%%%

%%%I just add the multires modifier, subdivide once and then apply it. I cannot find the pattern as to when it works and when not. I mean it also freaks out with other meshes, meshes that never saw a multires modifier. But all the sudden really. I would believe it is connected to the relationship between view, pointer and mesh...%%%

%%%Alright guys, I just found time to make a little screencast to show you what I mean. I hope this behaviour is not intended. I would understand if it was intended to not completely follow the pointer, but if it follows "too much" and shoots over that can get quite painful when working closeup on a mesh.

Anyway, it kinda worked on the test cube, but it easier to see in the file I opened. The file has the same settings (non-trackball and 3-button-mouse) and the rest is standard. The mesh has only a mirror modifier but that doesnt affect behaviour.

Thanks for checking this out!

Interesting points:
0:46-0:47 (too slow?)
1:50-2:00 (too fast?)

link:
http://www.screencast.com/t/WrpV4lCrlub6

...Offtopic, sorry:
I got myself shitloads of c++ references, trying to teach myself. Blender is really interesting in this aspect. If you found what's causing this, could you tell me? :) Learning by doing is best learning method for me!

Churs :)
%%%

%%%Alright guys, I just found time to make a little screencast to show you what I mean. I hope this behaviour is not intended. I would understand if it was intended to not completely follow the pointer, but if it follows "too much" and shoots over that can get quite painful when working closeup on a mesh. Anyway, it kinda worked on the test cube, but it easier to see in the file I opened. The file has the same settings (non-trackball and 3-button-mouse) and the rest is standard. The mesh has only a mirror modifier but that doesnt affect behaviour. Thanks for checking this out! Interesting points: 0:46-0:47 (too slow?) 1:50-2:00 (too fast?) link: http://www.screencast.com/t/WrpV4lCrlub6 ...Offtopic, sorry: I got myself shitloads of c++ references, trying to teach myself. Blender is really interesting in this aspect. If you found what's causing this, could you tell me? :) Learning by doing is best learning method for me! Churs :) %%%

%%%That cube video seems to be working as it should.

Only vertices at the center of that "green circle" (cursor) are supposed to follow exactly. The further away you click from them, the slower they move because of brush falloff. You can change brush falloff curve if you'd like another kind of behavior.

However, that second part of the screencast seems strange. But since you're not able to reproduce this on a new scene, are you absolutely sure it has default settings? Is it possible that it has a custom brush curve or some setting like brush "normal weight" enabled?

Can you post that .blend file so I can try it out myself?%%%

%%%That cube video seems to be working as it should. Only vertices at the center of that "green circle" (cursor) are supposed to follow exactly. The further away you click from them, the slower they move because of brush falloff. You can change brush falloff curve if you'd like another kind of behavior. However, that second part of the screencast seems strange. But since you're not able to reproduce this on a new scene, are you absolutely sure it has default settings? Is it possible that it has a custom brush curve or some setting like brush "normal weight" enabled? Can you post that .blend file so I can try it out myself?%%%
Member

%%%Felix: thanks for all info, but we have to be strict in our guidelines for bugs here: only reports that can succesfully have a developer redo the issue are valid.
Videos or descriptions are not sufficient. Make a .blend file that also gives the error on another system, with someone else's build. Then we can fix.%%%

%%%Felix: thanks for all info, but we have to be strict in our guidelines for bugs here: only reports that can succesfully have a developer redo the issue are valid. Videos or descriptions are not sufficient. Make a .blend file that also gives the error on another system, with someone else's build. Then we can fix.%%%

%%%Alright, will do so as soon as I come home. I have 2 other computers I could test it on but all run win 7. I will get you the blend and all by tonight. I've had this problem for a couple of month now. I know it also occured on the computers at uni. Laters%%%

%%%Alright, will do so as soon as I come home. I have 2 other computers I could test it on but all run win 7. I will get you the blend and all by tonight. I've had this problem for a couple of month now. I know it also occured on the computers at uni. Laters%%%

%%%At miika, I attached the file you asked for. I appended the model into a new factory-made blend file.
Rest comes later..%%%

%%%At miika, I attached the file you asked for. I appended the model into a new factory-made blend file. Rest comes later..%%%

%%%Confirmed the effect with the attached file oldMan_standard.blend. I notice that the mesh has a mirror modifier (X-axis) and in sculpt mode x-axis symmetry is selected. De-selecting the sculpting symmetry returns the behaviour to normal.

OSX 10.6.5
blender svn r33915%%%

%%%Confirmed the effect with the attached file oldMan_standard.blend. I notice that the mesh has a mirror modifier (X-axis) and in sculpt mode x-axis symmetry is selected. De-selecting the sculpting symmetry returns the behaviour to normal. OSX 10.6.5 blender svn r33915%%%

%%%I was able to reproduce it now as well. De-selecting sculpt symmetry didn't remove the effect for me.

After further investigation I noticed this has something to do with object transformations. The effect amplifies if you scale or move the "oldMan" head for large or small values. For example changing scale to 0.1 or 5.0 do cause a much bigger effect. But if you set reset location, scale and rotation it works perfectly.

So it seems this bug has something to do with object space to mesh space matrix transformation. In that case it should be quite easy to fix.%%%

%%%I was able to reproduce it now as well. De-selecting sculpt symmetry didn't remove the effect for me. After further investigation I noticed this has something to do with object transformations. The effect amplifies if you scale or move the "oldMan" head for large or small values. For example changing scale to 0.1 or 5.0 do cause a much bigger effect. But if you set reset location, scale and rotation it works perfectly. So it seems this bug has something to do with object space to mesh space matrix transformation. In that case it should be quite easy to fix.%%%

%%%That is really good news guys! I am glad you were able to reproduce it!

This thing really bugged me for a while when sculpting, can't wait for the fix now :)%%%

%%%That is really good news guys! I am glad you were able to reproduce it! This thing really bugged me for a while when sculpting, can't wait for the fix now :)%%%
Member

%%%OK; issue confirmed. It's not that dramatic though, like a factor 2 more sensitivity when you zoom out.

I checked code, but didn't find clues for this. Need Nicholas to answer... might be just matter of minor tweaks, not really bugs.%%%

%%%OK; issue confirmed. It's not that dramatic though, like a factor 2 more sensitivity when you zoom out. I checked code, but didn't find clues for this. Need Nicholas to answer... might be just matter of minor tweaks, not really bugs.%%%

%%%
Just to be sure I'm understanding this issue correctly, here's what I'm using as a test case (with the oldMan blend):

  1. Zoom out a ways, so the man's head is less than the radius of the brush
  2. Grab the head and pull it upwards. It moves faster than the brush.
  3. Undo
  4. Turn off Sculpt's X mirror.
  5. Grab the head and pull it upwards. Now the speed is the same as the brush.

This indeed seems to be a bug, I'll look into it. If the problem presented in these steps is not what you reported, let me know so I can investigate further :)%%%

%%% Just to be sure I'm understanding this issue correctly, here's what I'm using as a test case (with the oldMan blend): 1. Zoom out a ways, so the man's head is less than the radius of the brush 2. Grab the head and pull it upwards. It moves faster than the brush. 3. Undo 4. Turn off Sculpt's X mirror. 5. Grab the head and pull it upwards. Now the speed is the same as the brush. This indeed seems to be a bug, I'll look into it. If the problem presented in these steps is not what you reported, let me know so I can investigate further :)%%%

%%%Yes, exactly! You nailed it!%%%

%%%Yes, exactly! You nailed it!%%%

%%%Quick update: I'm not seeing any easy solution to this problem yet. Jason attempted a fix during gsoc, but as commented-out code in sculpt.c indicates, it needs a different fix. Will continue to ponder this :)%%%

%%%Quick update: I'm not seeing any easy solution to this problem yet. Jason attempted a fix during gsoc, but as commented-out code in sculpt.c indicates, it needs a different fix. Will continue to ponder this :)%%%
Member

%%%Any update on this issue? If it's a known limitation of currrent code, it's OK to add a note on the wiki todo.%%%

%%%Any update on this issue? If it's a known limitation of currrent code, it's OK to add a note on the wiki todo.%%%

%%%Unfortunately, I haven't found any good solution to this.

Ton, as you suggested I've added this to the wiki TODO (http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Tools#Sculpting).%%%

%%%Unfortunately, I haven't found any good solution to this. Ton, as you suggested I've added this to the wiki TODO (http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Tools#Sculpting).%%%

%%%Set as TODO task.%%%

%%%Set as TODO task.%%%

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
7 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#25370
No description provided.