Vertex Snapping problems (possible guess to fix) #30310

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opened 2012-02-22 20:32:12 +01:00 by Moolah Nasreddin · 5 comments

%%%win32, r44226 (created with)
win32, r44310 (tested also with)

  • click on Z-axis arrow and drag
  • press Ctrl and continue dragging
  • try to snap it to points on the right in the same row

It's not working near these points. I found "working area" and it's somewhere between it and the previous vertical vertex loop (green grease pencil).
This area works only at this zoom level. Points on the left (the same row) doesn't work at all with vertex snapping.

  • try to zoom in (about onto the right side) and try to find an area to snap on (the same points). I didn't found it. (Vertex Snap issue1_1.blend)

Now a possible clue:

  • in Modifiers, SubSurf, turn off "Use modifier while in the Edit Mode"
  • now snapping works much better

It definitely looks like it searches to snap on the subdivided mesh but need to do it on the original. So I'm not into C coding at all but I think that fix should be obviously somewhere in this place.%%%

%%%win32, r44226 (created with) win32, r44310 (tested also with) - click on Z-axis arrow and drag - press Ctrl and continue dragging - try to snap it to points on the right in the same row It's not working near these points. I found "working area" and it's somewhere between it and the previous vertical vertex loop (green grease pencil). This area works only at this zoom level. Points on the left (the same row) doesn't work at all with vertex snapping. - try to zoom in (about onto the right side) and try to find an area to snap on (the same points). I didn't found it. (Vertex Snap issue1_1.blend) Now a possible clue: - in Modifiers, SubSurf, turn off "Use modifier while in the Edit Mode" - now snapping works much better It definitely looks like it searches to snap on the subdivided mesh but need to do it on the original. So I'm not into C coding at all but I think that fix should be obviously somewhere in this place.%%%

Changed status to: 'Open'

Changed status to: 'Open'

%%%Tested on latest build (44333 and official 2.62), found nothing wrong with snapping in those files…

Please note, though, that it is the position (proximity) of the mouse (and not the location of the transformed vertices) that activates the snapping to a given vertex.
Further more, snapping only occurs when there is some geometry below the mouse pointer – with modifiers like subsurf, this can indeed not always be the case (i.e. you can have a vertex “floating in the void”, as the final geometry got shifted away), and in this case, snapping will just not be possible. But this is no bug, imho.%%%

%%%Tested on latest build (44333 and official 2.62), found nothing wrong with snapping in those files… Please note, though, that it is the position (proximity) of the mouse (and not the location of the transformed vertices) that activates the snapping to a given vertex. Further more, snapping only occurs when *there is some geometry below the mouse pointer* – with modifiers like subsurf, this can indeed not always be the case (i.e. you can have a vertex “floating in the void”, as the final geometry got shifted away), and in this case, snapping will just not be possible. But this is no bug, imho.%%%

%%%I agree if it is the implied behavior for snapping then it's not a bug. But moving your mouse pointer to the actual (this means "the thick vertex point on the screen that you see") position to snap on and not getting it is very pesky behavior for such advanced program as Blender.
Is it possible to make the snapping code "think" that it see not subdivided mesh under it (so the subdivided in Edit Mode will be only for human eyes) so it will be snapping exactly to that point (except "Apply modifier to editing cage during Edit mode" turned on, of course)?
If I see the source mesh and editing it (while seeing the subdivided also) then I expect that snapping will be doing exactly on source vertices (because you move them and NOT the subdivided mesh). Am I wrong here? Or maybe my system works not as expected?

Now I tried r44340 - it's the same.
"Use modifier while in the Edit Mode" - turn it off and then it snaps fine. But it's very slow to always turn it on and off if you want to see your end result plus have a good snapping capabilities.%%%

%%%I agree if it is the implied behavior for snapping then it's not a bug. But moving your mouse pointer to the _actual_ (this means "the thick vertex point on the screen that you see") position to snap on and not getting it is very pesky behavior for such advanced program as Blender. Is it possible to make the snapping code "think" that it see not subdivided mesh under it (so the subdivided in Edit Mode will be only for human eyes) so it will be snapping exactly to that point (except "Apply modifier to editing cage during Edit mode" turned on, of course)? If I see the source mesh and editing it (while seeing the subdivided also) then I expect that snapping will be doing exactly on source vertices (because you move them and NOT the subdivided mesh). Am I wrong here? Or maybe my system works not as expected? Now I tried r44340 - it's the same. "Use modifier while in the Edit Mode" - turn it off and then it snaps fine. But it's very slow to always turn it on and off if you want to see your end result plus have a good snapping capabilities.%%%
Member

%%%I am collecting all snapping issues in wiki now, while waiting for activity from a (new) developer.

%%%

%%%I am collecting all snapping issues in wiki now, while waiting for activity from a (new) developer. %%%
Member

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
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Reference: blender/blender#30310
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