mesh.select_linked_pick "by Seam" produces random selections #48085

Closed
opened 2016-04-08 09:14:38 +02:00 by James Guilford · 12 comments
This has happened for quite a while... mesh.select_linnked_pick (seams) will correctly select a UV island the first time, but subsequent selections will pick random UV islands without respecting seams. 1) Select Linked in edit mode (mesh.select_linked_pick) - hotkey L 2) Using F6 menu, switch the select mode to "Seams" 3) The mesh should have changed its selection to the UV island under mouse pointer 4) Now select more uv islands. usually it selects some random UV's after the first island is selected.
<Blender Version> This has happened for quite a while... <Description> mesh.select_linnked_pick (seams) will correctly select a UV island the first time, but subsequent selections will pick random UV islands without respecting seams. <Steps to Reproduce> 1) Select Linked in edit mode (mesh.select_linked_pick) - hotkey L 2) Using F6 menu, switch the select mode to "Seams" 3) The mesh should have changed its selection to the UV island under mouse pointer 4) Now select more uv islands. usually it selects some random UV's after the first island is selected.
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @fjg3d

Added subscriber: @fjg3d

Added subscriber: @mont29

Added subscriber: @mont29

Please follow our submission template and guidelines and make a complete, valid bug report, with required info, precise description of the issue, precise steps to reproduce it, small and simple .blend and/or other files to do so if needed, etc.

Please follow our submission template and guidelines and make a complete, valid bug report, with required info, precise description of the issue, precise steps to reproduce it, **small and simple** .blend and/or other files to do so if needed, etc.
Author

System Information
Windows 10
GeForce Titan

Blender Version
2.77 2050ecc

Short description of error
When using 'select linked' (hotkey L), its impossible to select only two regions (seams or uv), if they share a seam

Exact steps for others to reproduce the error
Select a seam region with 'select linked' (L) set to seams.
When a second seam region is selected (that shares an seam with the first), then all regions that share a seam with first selected region will also be selected.
select_by_seams_uvs_bug.blend

blender_2016-04-12_08-25-21.jpg

See attached file, I've used a white colored grease pencil to indicate the seam regions, and the order in which to select them. The unexpected behavior is indicated in green.

**System Information** Windows 10 GeForce Titan **Blender Version** 2.77 2050ecc **Short description of error** When using 'select linked' (hotkey L), its impossible to select only two regions (seams or uv), if they share a seam **Exact steps for others to reproduce the error** Select a seam region with 'select linked' (L) set to seams. When a second seam region is selected (that shares an seam with the first), then all regions that share a seam with first selected region will also be selected. [select_by_seams_uvs_bug.blend](https://archive.blender.org/developer/F302512/select_by_seams_uvs_bug.blend) ![blender_2016-04-12_08-25-21.jpg](https://archive.blender.org/developer/F302513/blender_2016-04-12_08-25-21.jpg) See attached file, I've used a white colored grease pencil to indicate the seam regions, and the order in which to select them. The unexpected behavior is indicated in green.

Added subscriber: @VukGardasevic

Added subscriber: @VukGardasevic

I can recreate the issue. Amd X3 455, R7 360, Win 7

Looks like pressing L on an already selected UV island works correctly only in Face selection mode. Both Vertex and Edge mode produce selections that are outside the initial island that share the selected edges/ vertices. By pressing L multiple times the selection grows until the connected geometry is selected.

I can recreate the issue. Amd X3 455, R7 360, Win 7 Looks like pressing L on an already selected UV island works correctly only in Face selection mode. Both Vertex and Edge mode produce selections that are outside the initial island that share the selected edges/ vertices. By pressing L multiple times the selection grows until the connected geometry is selected.
Author

Well, maybe behaving differently depending on what is selected is intentional, I just didn't try face mode. I checked the manual online before posting this issue, but didn't see anything specific about whether a vertex, edge, or face is selected.

I wouldn't mind updating the manual if this behavior is actually intentional (although I'm not yet set up to do so).

Well, maybe behaving differently depending on what is selected is intentional, I just didn't try face mode. I checked the manual online before posting this issue, but didn't see anything specific about whether a vertex, edge, or face is selected. I wouldn't mind updating the manual if this behavior is actually intentional (although I'm not yet set up to do so).

Added subscriber: @ideasman42

Added subscriber: @ideasman42

This is indeed unexpected behavior, select linked uses active item, so it should only select island of new active item, not all around it… @ideasman42, think this one is for you?

This is indeed unexpected behavior, select linked uses active item, so it should only select island of new active item, not all around it… @ideasman42, think this one is for you?
Campbell Barton was assigned by Bastien Montagne 2016-04-22 19:26:05 +02:00

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'

This issue was referenced by 935998312c

This issue was referenced by 935998312c44300385588c466ef31fa9e85d385f
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
5 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#48085
No description provided.