UVs are not drawn correctly after joining objects #80800
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Reference: blender/blender#80800
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System Information intel core i3-8100 CPU 3.60 Ghz 16G RAM
Operating system: Windows 10 64bit
Graphics card: NVIDIA Quadro P620
Blender Version
Broken: 2.91
Caused by
4212b6528a
Short description of error
Joining two objects with different UV's destroys the UV's of one or more objects. It seems to match an earlier bug from 2014 ##37182 which is discussed here https://developer.blender.org/T37182. The objects whose UV's are destroyed have all their Vertices stacked on top of each other at the bottom left corner. I I upgraded from a previous version (think it was 2.90a), but it is still happening. It wasn't happening on V2.82 which was the last one I used.
Exact steps for others to reproduce the error
I made 3 parts of a piece of furniture, UV mapped them, assigned them their material properties and joined them. I managed to join 2 pieces successfully, of which one was a simple plane with 4 vertices. It only worked after assigning the material properties, so I did the same with the last piece, but to no avail. No matter which way I joined them.
This is in fact an issue drawing caused by
4212b6528a
, (the join is working).Notice face-dots are drawing properly when face-mode is selected.
It looks to be an issue caused by using the render layer instead of the active layer for drawing UV's.
Added subscriber: @Ped
Added subscriber: @lichtwerk
Changed status from 'Needs Triage' to: 'Needs User Info'
Thx reporting!
Mind sharing the .blend file where this happens?
Sure. Uploaded it. :)
Chair 02 .blend
Added subscriber: @ideasman42
This is in fact an issue drawing caused by
4212b6528a
, (the join is working). Notice face-dots are drawing properly when face-mode is selected.It looks to be an issue caused by using the render layer instead of the active layer for drawing UV's.
Added subscriber: @Jeroen-Bakker
CC @Jeroen-Bakker
joining objects destroys UVs of some of the objectsto UVs are not drawn correctly after joining objectsYes, to clarify the mesh is joined correctly, but the UV editor does not react to the selected
UV Maps
of mesh, but it always displays theUV Map
where the camera is selected.This issue was referenced by
7cae58adf5
Changed status from 'Needs User Info' to: 'Resolved'
So if it is because of the camera position, what angle could I possibly have the camera looking from, to place entire objects on top of each other ? Could you at least explain what you mean ? Are you saying for example that, I have to unwrap everything after they are joined, because this behaviour is normal ? Sorry guys, I reported what I thought was a bug because Blender asks users to, so I was hoping for a better explanation for my trouble.