Snap during transform stops working after moving the mouse out of blender #49188

Closed
opened 2016-08-28 20:57:32 +02:00 by Spiros Stavropoulos · 13 comments

So to recreate this bug, just open blender with the default cube then select the cube, right click, enable "snap during transformation" and select the vertex as type of element to snap to, go to edit mode and do as shown at the pictures(in the zip file) (sequence bug1->bug2->bug3.)
Also note that in the last picture the mouse pointer (which is invisible for some reason when i print sceen) is just near a visible vertex

bug.zip

So to recreate this bug, just open blender with the default cube then select the cube, right click, enable "snap during transformation" and select the vertex as type of element to snap to, go to edit mode and do as shown at the pictures(in the zip file) (sequence bug1->bug2->bug3.) Also note that in the last picture the mouse pointer (which is invisible for some reason when i print sceen) is just near a visible vertex [bug.zip](https://archive.blender.org/developer/F346132/bug.zip)

Changed status to: 'Open'

Changed status to: 'Open'

Added subscriber: @xlxs

Added subscriber: @xlxs

Added subscriber: @mano-wii

Added subscriber: @mano-wii
Germano Cavalcante self-assigned this 2017-01-31 04:08:51 +01:00

This is an interesting bug/suggestion, and it does not seem difficult to solve. I'm going to search here how to get the actual coordinates of the mouse and make the tests to see if it's worth it.

This is an interesting bug/suggestion, and it does not seem difficult to solve. I'm going to search here how to get the actual coordinates of the mouse and make the tests to see if it's worth it.

This problem is apparently so easy to solve. Just place the correct mouse coordinates in the CalcSnapGeometry function.
But I don't find these coordinates in Blender code :\

This problem is apparently so easy to solve. Just place the correct mouse coordinates in the `CalcSnapGeometry` function. But I don't find these coordinates in Blender code :\
Member

Added subscriber: @Blendify

Added subscriber: @Blendify
Member

Putting at a low priority for now.

Putting at a low priority for now.
Germano Cavalcante was unassigned by Dalai Felinto 2019-12-23 16:37:02 +01:00

Added subscribers: @ideasman42, @ZedDB

Added subscribers: @ideasman42, @ZedDB

@ideasman42 how do you feel this issue fits into the current tracker curfew? (Bug/Known issue?)

@ideasman42 how do you feel this issue fits into the current tracker curfew? (Bug/Known issue?)

Added subscriber: @ChristopherAnderssarian

Added subscriber: @ChristopherAnderssarian

I wouldn't say this is a bug, but a request for modified/improved behavior.
It is necessary to define what action to take. In some cases (mainly snap to faces), moving the object outside the viewport limits may even be desirable.
So I will mark it as Known Issue until this is decided.

I wouldn't say this is a bug, but a request for modified/improved behavior. It is necessary to define what action to take. In some cases (mainly snap to faces), moving the object outside the viewport limits may even be desirable. So I will mark it as `Known Issue` until this is decided.

Changed status from 'Confirmed' to: 'Archived'

Changed status from 'Confirmed' to: 'Archived'
Campbell Barton self-assigned this 2020-09-03 07:04:31 +02:00

This doesn't seem like a bug - the cursor has a 'virtual' location which is used for snapping. From testing this it's possible to snap using the virtual location when it's slightly off-screen which might be desirable.

Closing as this behavior seems like it's a corner case that could cause problems.

And the current code is working as intended.

This doesn't seem like a bug - the cursor has a 'virtual' location which is used for snapping. From testing this it's possible to snap using the virtual location when it's slightly off-screen which might be desirable. Closing as this behavior seems like it's a corner case that could cause problems. And the current code is working as intended.
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Reference: blender/blender#49188
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