Normal transform orientation for edge is wrong when edge has specific coordinates #53311
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Reference: blender/blender#53311
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System Information
Windows 7 Professional 64-bit service pack 1
Intel Core i7-2600
8GB RAM
NVIDIA GTX 1060 6GB
Blender Version
Broken: 2.79
5bd8ac9
description of error
When selected edge matches one of following rules, wrong transform orientation being used instead of normal transform orientation.
Or
e.g. (1, 2, 3)and(4, 8, 12), (0.3, -1.22, 7)and(-2.4, 9.76, -56), (0, 0, 0)and(0.5,0.6,-0.4)
Exact steps for others to reproduce the error
NormalTransformOrientation.blend
Changed status to: 'Open'
Added subscriber: @SatoshiDoita
Added subscriber: @zeauro
Confirmed on linux for 2.79 and master
556b13f
After playing with this a bit, I noticed that if you move the vertex that is positioned at local (0,0,0) to another position, and then move it back to local (0,0,0), the orientation of the manipulator is correct.
My last comment wasn;t entirely true. It seems that in the first case of (0,0,0), setting the pivot point to "active element" corrects the behavior. However, for the second reproduction step regarding multiples of 2, no pivot point selection seems to remedy the problem.
This is actually a problem that occurs when the vertex normal is the same as the normal between both points of the edge; aka the edge is pointing towards the object origin.
Added subscriber: @ideasman42
Thanks @dmarra for finding the cause of the error, though I closed the diff since I think it doesn't properly resolve the issue.
Modifying the normal by the plane may give bad results in some cases.
The issue is:
This issue was referenced by
0edda8e4ce
Changed status from 'Open' to: 'Resolved'
No problem @ideasman42 . My fix had some weird side effects when I tested it deeper after submitting the patch, so not surprised it was rejected. Glad I could help better define the root cause though.