Can't weld vertices that are ontop of each other in the UV editor #60396

Closed
opened 2019-01-10 14:19:01 +01:00 by Frozen_Death_Knight · 8 comments

System Information
Operating system: Windows 7
Graphics card: Geforce GTX 1060

Blender Version
Broken: 2.80, hash: 96f762500e, 2019-01-07

Short description of error
Vertices that are very, very close to each other that they are on top of one another can't be welded together using weld/remove doubles UV in the weld/align menu.

Exact steps for others to reproduce the error

  1. Make a simple UV map for a simple shape like a box, and go to the UV map editor window to edit your UV map.
  2. Split one vertex into two vertices so they are right ontop of each other.
  3. Select both using any selection tool that works for you.
  4. Open up the weld/align menu.
  5. Choose weld or remove doubles UV to try and merge them together.
  6. Deselect and select the "vertex" again and then move it around to see it still being split.

One workaround I found to this problem is to slightly move one vertex away from the other vertex, then select both and weld them again. Then it works.

**System Information** Operating system: Windows 7 Graphics card: Geforce GTX 1060 **Blender Version** Broken: 2.80, hash: 96f762500ef9, 2019-01-07 **Short description of error** Vertices that are very, very close to each other that they are on top of one another can't be welded together using weld/remove doubles UV in the weld/align menu. **Exact steps for others to reproduce the error** 1) Make a simple UV map for a simple shape like a box, and go to the UV map editor window to edit your UV map. 2) Split one vertex into two vertices so they are right ontop of each other. 3) Select both using any selection tool that works for you. 4) Open up the weld/align menu. 5) Choose weld or remove doubles UV to try and merge them together. 5) Deselect and select the "vertex" again and then move it around to see it still being split. One workaround I found to this problem is to slightly move one vertex away from the other vertex, then select both and weld them again. Then it works.

Added subscriber: @Frozen_Death_Knight

Added subscriber: @Frozen_Death_Knight
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

Not sure if I understand correctly:

The Weld tool will move selected UVs to their average position, they will remain separate entities though.
If you weld two UVs that are slightly apart then these will hop into the same location [thats what you call "it works"], but you can still select one or the other, no?

So, unless I am misunderstanding something, two UVs can never be made into a single one.

Not sure if I understand correctly: The Weld tool will move selected UVs to their average position, they will remain separate entities though. If you weld two UVs that are slightly apart then these will hop into the same location [thats what you call "it works"], but you can still select one or the other, no? So, unless I am misunderstanding something, two UVs can never be made into a single one.

In #60396#597608, @lichtwerk wrote:
Not sure if I understand correctly:

The Weld tool will move selected UVs to their average position, they will remain separate entities though.
If you weld two UVs that are slightly apart then these will hop into the same location [thats what you call "it works"], but you can still select one or the other, no?

So, unless I am misunderstanding something, two UVs can never be made into a single one.

So, how do you merge the UV map vertices together then? Even when I haven't made a seam or split the UV, some vertices still remain split and can be move away from each other. When I used weld inside Blender it looked like to me that they became merged as one vertix since the two vertices were no longer selectable on their own after doing that workaround I mentioned.

Either way, the mesh was behaving differently after I did it, so I don't know what else to tell you.

> In #60396#597608, @lichtwerk wrote: > Not sure if I understand correctly: > > The Weld tool will move selected UVs to their average position, they will remain separate entities though. > If you weld two UVs that are slightly apart then these will hop into the same location [thats what you call "it works"], but you can still select one or the other, no? > > So, unless I am misunderstanding something, two UVs can never be made into a single one. So, how do you merge the UV map vertices together then? Even when I haven't made a seam or split the UV, some vertices still remain split and can be move away from each other. When I used weld inside Blender it looked like to me that they became merged as one vertix since the two vertices were no longer selectable on their own after doing that workaround I mentioned. Either way, the mesh was behaving differently after I did it, so I don't know what else to tell you.

Added subscriber: @brecht

Added subscriber: @brecht

In Blender all UV map vertices are separated. What happens is that selection tools use the Sticky Selection setting from the header, set to Shared Location by default. So if you click on a UV map vertex in the UV editor, it will automatically select other UV map vertices that belong to the same mesh vertex and have the same location. A tool like weld simply moves UV map vertices to the same location.

If you still think there is a bug, we need more exact steps to redo the problem. Maybe attach a .blend file saved after step 5.

In Blender all UV map vertices are separated. What happens is that selection tools use the Sticky Selection setting from the header, set to Shared Location by default. So if you click on a UV map vertex in the UV editor, it will automatically select other UV map vertices that belong to the same mesh vertex and have the same location. A tool like weld simply moves UV map vertices to the same location. If you still think there is a bug, we need more exact steps to redo the problem. Maybe attach a .blend file saved after step 5.

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Brecht Van Lommel self-assigned this 2019-01-25 18:27:58 +01:00

Since no further information was provided, I'll assume this is not a bug.

Since no further information was provided, I'll assume this is not a bug.
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Reference: blender/blender#60396
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