Object Join Bug with multiple instances of same mesh. #49795

Closed
opened 2016-10-19 17:14:20 +02:00 by Simon Razer · 6 comments

System Information
Windows 8.1 nVidia geforce gt 620m intel i3 2328m

Blender Version
2.78
Worked: (I do not know what I answer the right question but) everything else works fine

Short description of error
When I join some trees that were converted (and placed) by an hair particle system to their own objekts,
a lot of new ones appeared arround the others that were joined as their own objekts.

Exact steps for others to reproduce the error

  1. Create a plane with an (advanced) hair particle system.
  2. Create some random objects and group them.
  3. On the render panel of the plane, set the type to group and select the created one.
  4. Go to the modifiers tap of the plane and convert the system
  5. Turn off the visibility of the particle system.
  6. Select some of the new created by the convertion and join them (ctrl-j)
  7. Hope you see new objekts floating arround.
    bug.blend
**System Information** Windows 8.1 nVidia geforce gt 620m intel i3 2328m **Blender Version** 2.78 Worked: (I do not know what I answer the right question but) everything else works fine **Short description of error** When I join some trees that were converted (and placed) by an hair particle system to their own objekts, a lot of new ones appeared arround the others that were joined as their own objekts. **Exact steps for others to reproduce the error** 1. Create a plane with an (advanced) hair particle system. 2. Create some random objects and group them. 3. On the render panel of the plane, set the type to group and select the created one. 4. Go to the modifiers tap of the plane and convert the system 5. Turn off the visibility of the particle system. 6. Select some of the new created by the convertion and join them (ctrl-j) 7. Hope you see new objekts floating arround. [bug.blend](https://archive.blender.org/developer/F381430/bug.blend)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @SimonRazer

Added subscriber: @SimonRazer

Added subscriber: @mont29

Added subscriber: @mont29
Bastien Montagne self-assigned this 2016-10-21 17:40:31 +02:00

The problem is not related to particles at all, in fact, it happens in any case where a same mesh is instanced by multiple objects - then if you join it with other objects, all instances of the mesh are “considered”.

Don’t think this is intended behavior though (will have to check code to be sure).

The problem is not related to particles at all, in fact, it happens in any case where a same mesh is instanced by multiple objects - then if you join it with other objects, all instances of the mesh are “considered”. Don’t think this is intended behavior though (will have to check code to be sure).
Bastien Montagne changed title from Objekt Join Bug to Object Join Bug with multiple instances of same mesh. 2016-10-21 17:40:53 +02:00

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'

Arf… My bad, in fact this totally expected behavior!

When you join several objects into a same mesh, all those objects' geometries get added to active mesh's geometry. If that mesh is instanced multiple times, you obviously get those geometries also multiplied across all instances.

To achieve what you want here, you can e.g. create a temp mesh (even an empty one), and selected it last, such that all other objects get merged into that one.

Or other solution, make single user one of your mesh, and merge all others into that one.

In any case, thanks for the report, but no bug here.

Arf… My bad, in fact this totally expected behavior! When you join several objects into a same mesh, all those objects' geometries get added to active mesh's geometry. If that mesh is instanced multiple times, you obviously get those geometries also multiplied across all instances. To achieve what you want here, you can e.g. create a temp mesh (even an empty one), and selected it last, such that all other objects get merged into that one. Or other solution, make single user one of your mesh, and merge all others into that one. In any case, thanks for the report, but no bug here.
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Reference: blender/blender#49795
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