Boolean modifier, snapping doesn't work #54241

Closed
opened 2018-03-07 01:05:50 +01:00 by BlenderSpot · 7 comments

Windows 10

Blender 2.79a 8928d99270

If an object has a boolean modifier with a chosen mesh, that chosen mesh cannot be snapped onto the object with the said boolean modifier. You can snap the object with the boolean modifier onto anything, works fine; you can snap any other object onto a mesh with boolean on, also works fine. But if it's the mesh that was chosen to be used as a boolean object, you can't snap it onto any element of that object that has the boolean modifier.
boolean.png

Windows 10 Blender 2.79a 8928d99270f If an object has a boolean modifier with a chosen mesh, that chosen mesh cannot be snapped onto the object with the said boolean modifier. You can snap the object with the boolean modifier onto anything, works fine; you can snap any other object onto a mesh with boolean on, also works fine. But if it's the mesh that was chosen to be used as a boolean object, you can't snap it onto any element of that object that has the boolean modifier. ![boolean.png](https://archive.blender.org/developer/F2429139/boolean.png)
Author

Added subscriber: @unimbox

Added subscriber: @unimbox

Added subscriber: @Sergey

Added subscriber: @Sergey

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Sergey Sharybin self-assigned this 2018-03-08 12:29:24 +01:00

Thanks for the report, but this is not a bug, but rather how system is designed to work.

Snapping will not happen onto objects which have affect on the currently transforming object. This is to avoid feedback loops, which otherwise will cause undefined behavior of snapping.

It's all coming from the fact that snapping is happening onto "final" state of object, with modifiers applied. This way you can snap onto subdivided objects, or onto deformed by armature.

Thanks for the report, but this is not a bug, but rather how system is designed to work. Snapping will not happen onto objects which have affect on the currently transforming object. This is to avoid feedback loops, which otherwise will cause undefined behavior of snapping. It's all coming from the fact that snapping is happening onto "final" state of object, with modifiers applied. This way you can snap onto subdivided objects, or onto deformed by armature.

Added subscriber: @tjhorner

Added subscriber: @tjhorner

Apologies for bringing this issue back from the dead, but I recently ran into this. This behavior absolutely makes sense, but it occurs even when show_viewport/show_render is disabled on the modifier that references the object that's being transformed. I would expect, since the modifier is no longer active, that the object can safely be snapped onto the other object that's referencing it.

Unless there's another way to entirely disable a modifier (other than removal), then I would consider this a bug. Let me know if you agree and I can create a separate report for this.

Apologies for bringing this issue back from the dead, but I recently ran into this. This behavior absolutely makes sense, but it occurs even when `show_viewport`/`show_render` is disabled on the modifier that references the object that's being transformed. I would expect, since the modifier is no longer active, that the object can safely be snapped onto the other object that's referencing it. Unless there's another way to entirely disable a modifier (other than removal), then I would consider this a bug. Let me know if you agree and I can create a separate report for this.

Disabling visibility of modifier does not remove it from the dependency graph. That is another limitation of a system. The reason for this is due to possible animated/driven state of the modifier visibility.

Possible solution for this would be to implement a way to skip modifiers from the dependency graph if they are disabled and are not driven/animated.

From artist side I don't think there is a way to fully disable modifier, unfortunately.

Disabling visibility of modifier does not remove it from the dependency graph. That is another limitation of a system. The reason for this is due to possible animated/driven state of the modifier visibility. Possible solution for this would be to implement a way to skip modifiers from the dependency graph if they are disabled and are not driven/animated. From artist side I don't think there is a way to fully disable modifier, unfortunately.
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Reference: blender/blender#54241
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