single spline handle can't be "scaled" #36900

Closed
opened 2013-10-01 02:02:24 +02:00 by David Jeske · 8 comments

%%%--- Blender version with error, and version that worked ---

bug present in v2.68a, don't think it ever worked

- Short description of error ---

If you (S)cale a spline vertex, it adjusts the length of the spline control handles. However, if you try to do this same operation with only one of the spilne handles selected, nothing happens.

- Steps for others to reproduce the error (preferably based on attached .blend file) ---
  1. create a curve->spline
  2. go into edit mode
  3. unselect all
  4. click a single spline vertex
  5. hit (S)cale and witness the spline handles move
  6. unselect all
  7. click on a SINGLE spline control point (not the center vertex)
  8. hit (S)scale...WITNESS: nothing happens, the spline handle does not move

EXPECTED: for (S)cale operation on a single spline control handle to behave the same way it does on both control handles, adjusting the length of the control handle without rotating it.

NOTE: i already have a patch to fix this bug, to be submitted shortly.
%%%

%%%--- Blender version with error, and version that worked --- bug present in v2.68a, don't think it ever worked - Short description of error --- If you (S)cale a spline vertex, it adjusts the length of the spline control handles. However, if you try to do this same operation with only *one* of the spilne handles selected, nothing happens. - Steps for others to reproduce the error (preferably based on attached .blend file) --- 1) create a curve->spline 2) go into edit mode 3) unselect all 4) click a single spline vertex 5) hit (S)cale and witness the spline handles move 6) unselect all 7) click on a SINGLE spline control point (not the center vertex) 8) hit (S)scale...WITNESS: nothing happens, the spline handle does not move EXPECTED: for (S)cale operation on a single spline control handle to behave the same way it does on both control handles, adjusting the length of the control handle without rotating it. NOTE: i already have a patch to fix this bug, to be submitted shortly. %%%
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author
%%%Patch to fix is here.. https://projects.blender.org/tracker/index.php?func=detail&aid=36901&group_id=9&atid=127%%%

%%%I don't consider this a bug - transform deals with points and in this case there is only one point selected... nothing happens, this is to be expected.

If you scale a single vertex connected to an edge or the tip of a bone on its own you get the same behavior.

What happens in the patch is you check for a special case and do something useful... OK, but with this logic we could change how mesh/armature work in similar cases too.

The reason Im not so keen on having this is that it only works for one item - what if you want to scale 10 handles like this at once? - You cant. Then users ask for ways to apply the same logic to many items at once and we have to figure out 2 ways to do the same thing.

Better support this by existing features, I've committed a change so using 'individual origins' scales handles around the curve knot.

This is how bones already work and can be applied to many splines/bones at once.


Note that the ability to extend a handle could be good to have, I just wouldn't do this as a exceptional case in transform (if one vertex selected check).

OR it can be done differently:

  • we agree its good to add this but then also add for bones/vertex-edges too, and not make curves a special case.
    %%%
%%%I don't consider this a bug - transform deals with points and in this case there is only one point selected... nothing happens, this is to be expected. If you scale a single vertex connected to an edge or the tip of a bone on its own you get the same behavior. What happens in the patch is you check for a special case and do something useful... OK, but with this logic we could change how mesh/armature work in similar cases too. The reason Im not so keen on having this is that it only works for one item - what if you want to scale 10 handles like this at once? - You cant. Then users ask for ways to apply the same logic to many items at once and we have to figure out 2 ways to do the same thing. Better support this by existing features, I've committed a change so using 'individual origins' scales handles around the curve knot. This is how bones already work and can be applied to many splines/bones at once. --- Note that the ability to extend a handle could be good to have, I just wouldn't do this as a exceptional case in transform (if one vertex selected check). OR it can be done differently: - we agree its good to add this but then also add for bones/vertex-edges too, and not make curves a special case. %%%
Author

%%%The logic you are using is equally true for the current "special cases" of scaling both spline handles.

The current code has a special case, which says that if only a single vertex and it's handles are selected, then make the center of the scale be the spline vertex, rather than the "normal" scale center.

So either way you slice it, the current behavior is inconsistent.

Either the current "special casing" should be removed, or it should be extended to be behave consistently when a single spline handle is selected.%%%

%%%The logic you are using is equally true for the current "special cases" of scaling both spline handles. The *current* code has a special case, which says that if only a single vertex and it's handles are selected, then make the center of the scale be the spline vertex, rather than the "normal" scale center. So either way you slice it, the current behavior is inconsistent. Either the current "special casing" should be removed, or it should be extended to be behave consistently when a single spline handle is selected.%%%
Author

%%%I do like your "individual orgins" approach, as that does solve the problem generally for many verticies. Though it's pretty inconvenient to use. That's probably why the current special case hack of scaling a single spline is in there.

I don't understand your comment about doing it for bones/vertex-edges too. The only reason this "convenience casing" works for splines, is that a spline has a natural center. A vertex on an edge does not have a natural center (unless you use the object center). I'm not clear what the natural center of bones is either.

At any rate, I can see an argument for requiring individual origins to scale spline handles, but then the current "hack" should be removed which makes a single selected spline handle-set scale like individual origins even when it's not.

%%%

%%%I do like your "individual orgins" approach, as that does solve the problem generally for many verticies. Though it's pretty inconvenient to use. That's probably why the current special case hack of scaling a single spline is in there. I don't understand your comment about doing it for bones/vertex-edges too. The only reason this "convenience casing" works for splines, is that a spline has a natural center. A vertex on an edge does not have a natural center (unless you use the object center). I'm not clear what the natural center of bones is either. At any rate, I can see an argument for requiring individual origins to scale spline handles, but then the current "hack" should be removed which makes a single selected spline handle-set scale like individual origins even when it's not. %%%

%%%fixed r60467.%%%

%%%fixed r60467.%%%

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'

%%%Thanks a lot!
This really speeds up the editing!%%%

%%%Thanks a lot! This really speeds up the editing!%%%
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Reference: blender/blender#36900
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