Enabling Normal option for Orientation not working #85229

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opened 2021-01-30 15:05:42 +01:00 by Pratik Borhade · 8 comments
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System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: AMD Radeon(TM) 535 ATI Technologies Inc. 4.5.13540 Core Profile Context 25.20.14002.1

Blender Version
Broken: version: 2.92.0 Alpha , commit date: 2020-12-21 12:33, hash: d2239b685c

Short description of error
Cannot enable Normal option for Orientation

Exact steps for others to reproduce the error

  • Add -> Mesh -> Monkey
  • Object -> Transform -> Align to Transform Orientation

Orientation -> Normal

On performing following steps , Orientation will set to Local instead of Normal

Blender 2021-01-30 19-26-16.mp4

**System Information** Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: AMD Radeon(TM) 535 ATI Technologies Inc. 4.5.13540 Core Profile Context 25.20.14002.1 **Blender Version** Broken: version: 2.92.0 Alpha , commit date: 2020-12-21 12:33, hash: `d2239b685c` **Short description of error** Cannot enable `Normal` option for Orientation **Exact steps for others to reproduce the error** - Add -> Mesh -> Monkey - Object -> Transform -> Align to Transform Orientation # Orientation -> Normal On performing following steps , Orientation will set to *Local* instead of *Normal* [Blender 2021-01-30 19-26-16.mp4](https://archive.blender.org/developer/F9605315/Blender_2021-01-30_19-26-16.mp4)
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Added subscriber: @PratikPB2123

Added subscriber: @PratikPB2123
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Added subscribers: @mano-wii, @filedescriptor

Added subscribers: @mano-wii, @filedescriptor
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I can confirm this in the latest beta. Looking at the code it seems as though this is intended:

case V3D_ORIENT_NORMAL: {
  if (obedit || (ob && ob->mode & OB_MODE_POSE)) {
    ED_getTransformOrientationMatrix(C, ob, obedit, pivot_point, r_mat);
    return V3D_ORIENT_NORMAL;
  }
  /* no break we define 'normal' as 'local' in Object mode */
  ATTR_FALLTHROUGH;
}```

This was changed in rB515e8e4 by @mano-wii . Could you comment on this? 
I can confirm this in the latest beta. Looking at the code it seems as though this is intended: ``` case V3D_ORIENT_NORMAL: { if (obedit || (ob && ob->mode & OB_MODE_POSE)) { ED_getTransformOrientationMatrix(C, ob, obedit, pivot_point, r_mat); return V3D_ORIENT_NORMAL; } /* no break we define 'normal' as 'local' in Object mode */ ATTR_FALLTHROUGH; }``` This was changed in rB515e8e4 by @mano-wii . Could you comment on this?

Normal orientation in object mode has always been local.
Before, it just wasn't so explicit.

I see two solutions for this:

  • Hide "not possible" orientations.
  • Return the chosen orientation even with another one being used (this is how it worked before).
Normal orientation in object mode has always been local. Before, it just wasn't so explicit. I see two solutions for this: - Hide "not possible" orientations. - Return the chosen orientation even with another one being used (this is how it worked before).
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I had seen the code before reporting the issue . Moving to next case ( V3D_ORIENT_LOCAL) with no break statement in previous case(V3D_ORIENT_NORMAL) looks very uncommon (reading comment though) . If it is not an issue , we can close this this task .

I had seen the code before reporting the issue . Moving to next case ( `V3D_ORIENT_LOCAL`) with no break statement in previous case(`V3D_ORIENT_NORMAL`) looks very uncommon (reading comment though) . If it is not an issue , we can close this this task .

Although it is not really a bug, it is in fact strange that the operator returns another orientation than the one chosen.
One of the reasons for this change was to better inform the orientation that is being used in the header.
But since the old versions did not do this, I think it is better to return to the previous behavior.

(Fix coming soon).

Although it is not really a bug, it is in fact strange that the operator returns another orientation than the one chosen. One of the reasons for this change was to better inform the orientation that is being used in the header. But since the old versions did not do this, I think it is better to return to the previous behavior. (Fix coming soon).

This issue was referenced by a69983f30e

This issue was referenced by a69983f30e3fd342a605910fa81ae72c25869ff0

Changed status from 'Needs Triage' to: 'Resolved'

Changed status from 'Needs Triage' to: 'Resolved'
Germano Cavalcante self-assigned this 2021-02-01 15:17:38 +01:00
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Reference: blender/blender#85229
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