Weight Paint Mode: wrong vertex selection with active xray and object with modifier #68352

Closed
opened 2019-08-07 08:43:04 +02:00 by rollin · 13 comments

System Information
Operating system: win10 pro - 64bit
Graphics card: GeForce GTX 960

Blender Version
Broken: blender-2.83

Short description of error
Box-selecting vertices in weight paint mode behaves as if the deformation of the armature isn't applied.
wp.gif

Exact steps for others to reproduce the error

  • Open:
    weightedcylinder.blend
  • Use Box selection
    or:
  • Start with a model weighted to a armature with a pose != restpose (e.g. take the file I have uploaded)
  • Model needs a Mirror modifier applied before the armature modifier (see example) (without modifier it will work as expected without bug)
  • Activate X-Ray view mode (without it will work), viewport shading doesn't seem to matter
  • Select model and go into weight paint mode
  • Activate vertex selection (Face selection will work)
  • Choose Select Box mode (Single click selection will work)
  • Try to precisely box select one or multiple vertices which are transformed by the armature pose - it will not select them or it will select other vertices depending on your box selection and how far the vertices are transformed from their rest position.
  • Now try to precisely box-select them at their rest position - they will be selected
**System Information** Operating system: win10 pro - 64bit Graphics card: GeForce GTX 960 **Blender Version** Broken: blender-2.83 **Short description of error** Box-selecting vertices in weight paint mode behaves as if the deformation of the armature isn't applied. ![wp.gif](https://archive.blender.org/developer/F8304848/wp.gif) **Exact steps for others to reproduce the error** - Open: [weightedcylinder.blend](https://archive.blender.org/developer/F7652599/weightedcylinder.blend) - Use Box selection or: - Start with a model weighted to a armature with a pose != restpose (e.g. take the file I have uploaded) - Model needs a Mirror modifier applied before the armature modifier (see example) (without modifier it will work as expected without bug) - Activate X-Ray view mode (without it will work), viewport shading doesn't seem to matter - Select model and go into weight paint mode - Activate vertex selection (Face selection will work) - Choose Select Box mode (Single click selection will work) - Try to precisely box select one or multiple vertices which are transformed by the armature pose - it will not select them or it will select other vertices depending on your box selection and how far the vertices are transformed from their rest position. - Now try to precisely box-select them at their rest position - they will be selected
Author

Added subscriber: @rollin

Added subscriber: @rollin
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Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
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Confirmed, checking...

Confirmed, checking...
Jeroen Bakker was assigned by Philipp Oeser 2019-08-07 12:13:13 +02:00
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Added subscribers: @fclem, @mano-wii, @Jeroen-Bakker

Added subscribers: @fclem, @mano-wii, @Jeroen-Bakker
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Works if X-Ray alpha is actually 1.0 (of course this defeats the purpose -- just saying if this helps resolving the bug...)

Looks like geometry of any generative modifier interferes with selection in this scenario?
(e.g. substituting the mirror with an array modifier will result in non of the generated geo to be selectable at all -- which is not the case if X-Ray is OFF...)

@Jeroen-Bakker: does this ring a bell?
CC @fclem
CC @mano-wii

Works if X-Ray alpha is actually 1.0 (of course this defeats the purpose -- just saying if this helps resolving the bug...) Looks like geometry of any generative modifier interferes with selection in this scenario? (e.g. substituting the mirror with an array modifier will result in non of the generated geo to be selectable at all -- which is not the case if X-Ray is OFF...) @Jeroen-Bakker: does this ring a bell? CC @fclem CC @mano-wii
Jeroen Bakker was unassigned by Germano Cavalcante 2019-10-31 14:03:55 +01:00
Campbell Barton was assigned by Germano Cavalcante 2019-10-31 14:03:55 +01:00

Added subscriber: @ideasman42
Removed subscribers: @Jeroen-Bakker, @fclem

Added subscriber: @ideasman42 Removed subscribers: @Jeroen-Bakker, @fclem

It seems that this problem has always existed.
The feature was added in 4612bbf7db
@ideasman42, is there any reason to use mesh deform instead of the final one?

diff --git a/source/blender/editors/space_view3d/view3d_iterators.c b/source/blender/editors/space_view3d/view3d_iterators.c
index f6fa6f6fb45..efb71f9a682 100644
--- a/source/blender/editors/space_view3d/view3d_iterators.c
+++ b/source/blender/editors/space_view3d/view3d_iterators.c
@@ -126,7 +126,7 @@ void meshobject_foreachScreenVert(
   Scene *scene_eval = DEG_get_evaluated_scene(vc->depsgraph);
   Object *ob_eval = DEG_get_evaluated_object(vc->depsgraph, vc->obact);
 
-  me = mesh_get_eval_deform(vc->depsgraph, scene_eval, ob_eval, &CD_MASK_BAREMESH);
+  me = mesh_get_eval_final(vc->depsgraph, scene_eval, ob_eval, &CD_MASK_BAREMESH);
 
   ED_view3d_check_mats_rv3d(vc->rv3d);
 

It seems that this problem has always existed. The feature was added in 4612bbf7db @ideasman42, is there any reason to use mesh deform instead of the final one? ``` diff --git a/source/blender/editors/space_view3d/view3d_iterators.c b/source/blender/editors/space_view3d/view3d_iterators.c index f6fa6f6fb45..efb71f9a682 100644 --- a/source/blender/editors/space_view3d/view3d_iterators.c +++ b/source/blender/editors/space_view3d/view3d_iterators.c @@ -126,7 +126,7 @@ void meshobject_foreachScreenVert( Scene *scene_eval = DEG_get_evaluated_scene(vc->depsgraph); Object *ob_eval = DEG_get_evaluated_object(vc->depsgraph, vc->obact); - me = mesh_get_eval_deform(vc->depsgraph, scene_eval, ob_eval, &CD_MASK_BAREMESH); + me = mesh_get_eval_final(vc->depsgraph, scene_eval, ob_eval, &CD_MASK_BAREMESH); ED_view3d_check_mats_rv3d(vc->rv3d); ```
Campbell Barton was unassigned by Dalai Felinto 2019-12-23 16:33:22 +01:00
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Added subscriber: @Mets

Added subscriber: @Mets
Member

I think this was probably fixed by f1ac64921b, at least I can't reproduce it any more.

I think this was probably fixed by f1ac64921b, at least I can't reproduce it any more.

In #68352#859311, @Mets wrote:
I think this was probably fixed by f1ac64921b, at least I can't reproduce it any more.

It is still reproducible in my case.
I updated the report description.

> In #68352#859311, @Mets wrote: > I think this was probably fixed by f1ac64921b, at least I can't reproduce it any more. It is still reproducible in my case. I updated the report description.
Member

Ah, I think I was trying face selection mode not vertex selection mode. Can repro now, my bad!

Ah, I think I was trying face selection mode not vertex selection mode. Can repro now, my bad!
Member

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Jeroen Bakker self-assigned this 2020-05-22 07:57:52 +02:00
Member

I am not able to reproduce this anymore in b2.83/b2.90. But was able to reproduce it in 2.82a

I am not able to reproduce this anymore in b2.83/b2.90. But was able to reproduce it in 2.82a
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Reference: blender/blender#68352
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