Edge collapse not compatible with loop select on a torus #41312

Closed
opened 2014-08-04 05:18:45 +02:00 by Charlieb000 · 15 comments
Charlieb000 commented 2014-08-04 05:18:45 +02:00 (Migrated from localhost:3001)

1: Create torus
2: select a ring of faces (using loop select)
3: press X or Del and choose edge collapse.

The result is interesting but not practical if the ring happens to not be on the inside. It is better if the function were compatible with the ring form.

1: Create torus 2: select a ring of faces (using loop select) 3: press X or Del and choose edge collapse. The result is interesting but not practical if the ring happens to not be on the inside. It is better if the function were compatible with the ring form.
Charlieb000 commented 2014-08-04 05:18:46 +02:00 (Migrated from localhost:3001)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Charlieb000 commented 2014-08-04 05:18:46 +02:00 (Migrated from localhost:3001)
Author

Added subscriber: @Charlieb000

Added subscriber: @Charlieb000
Charlieb000 commented 2014-08-04 05:53:13 +02:00 (Migrated from localhost:3001)
Author

Woops ! wrote it wrong. I should have wrote "edge loops", Edge collapse always creates an apex with a loop select, not the subject of this bug.

When edge loops is used on the side of a cylinder that has had subdivide performed to its perimiter (it works only on the ring closest to the end), it deletes two "floors" around the circumference, shortening the cylinder. Can it be made to be compatible for the rest of the cylinder and for the torus? (although it should be adjusted to one floor removed). At this moment it presents an error message about a bad boundary region to join faces.

cb

Woops ! wrote it wrong. I should have wrote "edge loops", Edge collapse always creates an apex with a loop select, not the subject of this bug. When edge loops is used on the side of a cylinder that has had subdivide performed to its perimiter (it works only on the ring closest to the end), it deletes two "floors" around the circumference, shortening the cylinder. Can it be made to be compatible for the rest of the cylinder and for the torus? (although it should be adjusted to one floor removed). At this moment it presents an error message about a bad boundary region to join faces. cb

Added subscriber: @Ace_Dragon

Added subscriber: @Ace_Dragon

Do you have a screenshot that shows this and shows the behavior you're expecting?

You also don't have a .blend so all the devs. can do is guess.

Do you have a screenshot that shows this and shows the behavior you're expecting? You also don't have a .blend so all the devs. can do is guess.

Added subscriber: @mont29

Added subscriber: @mont29

Yep, we need a .blend (though I suspect this is yet another feature request, rather than real bug).

Yep, we need a .blend (though I suspect this is yet another feature request, rather than real bug).
Charlieb000 commented 2014-08-04 23:59:53 +02:00 (Migrated from localhost:3001)
Author

I would call it a refinement rather than a feature request (the grey area between fr and bug). I have another but i think it needs some debate.

Here is the example. the image shows the same tasks performed on a sphere and a torus.
Column 1: I expected the torus to get a flat top like the sphere with edge loop
Column 2: I expected an apex to form on the torus just like what occurred to the top of the sphere for edge collapse.

edgeloops.GIF

and dot blend as requested
examp.e.blend

I would call it a refinement rather than a feature request (the grey area between fr and bug). I have another but i think it needs some debate. Here is the example. the image shows the same tasks performed on a sphere and a torus. Column 1: I expected the torus to get a flat top like the sphere with edge loop Column 2: I expected an apex to form on the torus just like what occurred to the top of the sphere for edge collapse. ![edgeloops.GIF](https://archive.blender.org/developer/F101483/edgeloops.GIF) and dot blend as requested [examp.e.blend](https://archive.blender.org/developer/F101485/examp.e.blend)

Added subscriber: @Druban

Added subscriber: @Druban

You're doing it wrong... you should be in edge select mode for using 'edge collapse' usefully, and you should understand the difference between edge rings (ctrl alt click) and edge loops (ctrl click). What you are trying to do is easy and quick in edge select mode, impossible in face select mode.

This is sort of the wrong place for instructions on using Blender IMO try the BA forum perhaps?

Capture.PNG

You're doing it wrong... you should be in edge select mode for using 'edge collapse' usefully, and you should understand the difference between edge rings (ctrl alt click) and edge loops (ctrl click). What you are trying to do is easy and quick in edge select mode, impossible in face select mode. This is sort of the wrong place for instructions on using Blender IMO try the BA forum perhaps? ![Capture.PNG](https://archive.blender.org/developer/F101611/Capture.PNG)
Charlieb000 commented 2014-08-06 23:27:18 +02:00 (Migrated from localhost:3001)
Author

A limitation of face select mode? After seeing it not working with faces selected, I would never have guessed that it could be done with edges selected.

A limitation of face select mode? After seeing it not working with faces selected, I would never have guessed that it could be done with edges selected.

Limitation??? a face is a face, and an edge is an edge and a vertex is a vertex. When you select a face you are also selecting four edges and four vertices. When you select an edge you are selecting two vertices as well. When you select two adjacent vertices you are also selecting the edge between them. if you select four edges that make a face you are selecting that face. if you select two of the edges of a face you are not selecting that face, but if you switch to vertex selection mode you are now selecting that face because you have selected all the vertices belonging to that face. It's not Blender, it's geometry.

This is not a bug, but simply a lesson in navigating the selection tools in Blender. The edge collapse operation works exactly as expected and flawlessly. Closed?

Limitation??? a face is a face, and an edge is an edge and a vertex is a vertex. When you select a face you are also selecting four edges and four vertices. When you select an edge you are selecting two vertices as well. When you select two adjacent vertices you are also selecting the edge between them. if you select four edges that make a face you are selecting that face. if you select two of the edges of a face you are not selecting that face, but if you switch to vertex selection mode you are now selecting that face because you have selected all the vertices belonging to that face. It's not Blender, it's geometry. This is not a bug, but simply a lesson in navigating the selection tools in Blender. The edge collapse operation works exactly as expected and flawlessly. Closed?

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Bastien Montagne self-assigned this 2014-08-07 00:05:58 +02:00

Yep, time to close. Thanks for your explanations, @Druban.

Yep, time to close. Thanks for your explanations, @Druban.
Charlieb000 commented 2014-08-07 06:20:08 +02:00 (Migrated from localhost:3001)
Author

yes, that is geometry, but this is in regards to a function. i have two rows of edges selected. I was expecting it to collapse two just as good as it can collapse one.

What you forgot to mention is the perpendicular (vertical) edges. And this is what is causing the issue. I guess there could be applications for this. so i will leave it.

Thanks for leading me to the cause of the problem.
I agree, closed.

If you wanted to NOOB proof it however, when the program sees the user has selected both vertical and horizontal, ask if user wants to eliminate horizontal or vertical or both.

yes, that is geometry, but this is in regards to a function. i have two rows of edges selected. I was expecting it to collapse two just as good as it can collapse one. What you forgot to mention is the perpendicular (vertical) edges. And this is what is causing the issue. I guess there could be applications for this. so i will leave it. Thanks for leading me to the cause of the problem. I agree, closed. If you wanted to NOOB proof it however, when the program sees the user has selected both vertical and horizontal, ask if user wants to eliminate horizontal or vertical or both.
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Reference: blender/blender#41312
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