Mass unwrapping of mesh pieces leads to some islands with bow-tie unwraps. #38283
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Reference: blender/blender#38283
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System information::
Ivy Bridge i7 processor, 16 gigs of RAM, an ATI HD 7xxxx GPU.
Description::
Download the attached file and unwrap the object using 'Unwrap', for some reason, when you're unwrapping a large enough group of pieces, there will be an algorithm flip-out that will create bow-tie unwraps for some of them. There's proper seam placement and normal calculation so it's not due to differences in the mesh.
Build tested with::
A Win64 VC13 build from the buildbot done at hash
96e9c67
To note, when this bug appeared during object unwrapping, I checked and double-checked for sound seam placement and normal calculation, there's simply nothing there that would cause the bad unwraps for some pieces. The workaround for this is to simply unwrap the pieces by themselves, but doing that slows down the workflow as you need to check over each piece to find and fix the bad ones
If you can confirm and fix, that would be great.
UVBowties.blend
Changed status to: 'Open'
Added subscriber: @Ace_Dragon
This issue was referenced by blender/blender-addons-contrib@4c6a72a7d8
This issue was referenced by
4c6a72a7d8
Changed status from 'Open' to: 'Resolved'
Closed by commit
4c6a72a7d8
.