"inset polygon" goes crazy after "limited dissolve" #45805
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Reference: blender/blender-addons#45805
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System Information
Operating system and graphics card
Blender Version
Broken: 2.75a
Short description of error
If "inset polygon" is called just after "limited dissolve", created faces are broken.
Exact steps for others to reproduce the error
Open attached blend, call "limited dissolve" on it and then "inset polygon". You get wrong results. Switching between edit and object mode between the 2 function calls prevent the problem to appear.
bug inset polygon.blend
Changed status to: 'Open'
Added subscriber: @bliblubli
Added subscriber: @Blendify
Added subscriber: @ideasman42
Changed status from 'Open' to: 'Archived'
Please show an image of the failing case.
it's using the addon "inset polygon" from Howardt. All values and produce incorrect results in my case (also default ones) as long as the 2 tools are used direct after eachother (first limited dissolve then inset polygon).
Correct version with an edit mode - object mode -edit mode switch between "limited dissolve" and "inset polygon"
Wrong version when inset polygon is called just after limited dissolve
why is it closed as invalid ?
Added subscriber: @Ace_Dragon
Why not just use the official tool hardcoded in C (I-key). I used it on a similar curvy shape after invoking the limited dissolve operator and it did so with no problems.
Any new enhancements are going into the official tool and the addon is more or less dead development wise.
well, try to make an inset of 20meters with the hard coded one, it sucks. Even with 1 m, there are already overlapping faces. The addon is much more advanced. I already asked for the self intersection detection to be included in the C code, but it is "awaited behavior" to have possibly unusable geometry.
I think this may be the kick I need to look at putting my self-intersection-handling code into the hardcoded C inset, and retiring my add-on. I will start to work on this task (but it won't be a quick fix).
the good news is worth the time we will wait :)