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Connected proportional editing gives unexpected results
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--- Operating System, Graphics card ---
Windows 7 64bit
NVidia GeForce 9800GT

--- Blender version with error, and version that worked ---
Blender 2.67b has the bug
Blender 2.62 works in a much more predictable manner

--- Short description of error ---
When performing G/S/R translations in Connected Proportional Editing Mode, the results become un-smooth if the mesh affected by the translation shares a common vertex. e.g. a cap on a cylinder which uses a central vertex instead of ngons.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
>Open .blend
>Enter Edit Mode
>Ensure that Proportional Editing is enabled
>Ensure that "Connected" is the active mode of falloff and that the AoE is large enough to affect all verts
>Move pre-selected verts
>Notice lack of continuity in the central circle



Event Timeline


Joe's commit 36181 added editmesh_set_connectivity_distance()

It's a strange function trying to include connectivity for weights. I can't find a decent use for it even. Just add a simple Mesh grid, and move a point.
Result doesn't seem to me having any use really...

Originally, the 'connected' option was only meant to restrict proportional edit to what's connected.

This was originally added by Martin:

I think there are some valid use cases for it, one explained here:

Perhaps this connected should be split into two options as suggested there. Maybe there's a good way to smooth such connected falloff, but I can't think of a nice algorithm at the moment.

fixed 2 bugs in editmesh_set_connectivity_distance() which wasnt working well
- had feedback loop when accumulating distances so the vertex order would change results. r57527
- the visit-hash wasn't working, causing this bug. r57532.