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Renaming of Vertex Groups not possible in complex projects
Open, Confirmed, MediumPublic


System Information
Operating system:
Graphics card:

Blender Version
Broken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)
Worked: (optional)

Renaming of Vertex Groups not possible in complex projects:

Exact steps for others to reproduce the error
Based on the default startup or an attached .blend file (as simple as possible).

  1. Start New File
  2. Subdivide Cube (2x)
  3. go into edit mode and select all vertices
  4. add a vertex group (renaming is still possible)
  5. add an emitter (in this case: hair)
  6. increase the number: If the number is set to 100000, renaming of the vertex group is not possible



Event Timeline

AV (Dspazio) added a subscriber: AV (Dspazio).EditedApr 16 2019, 10:18 AM

Can confirm on latest build. On lessen performant machines are specially remarkable (tested on centrino, 4gb RAM, intel iGPU). I tried "triple click" :D and it worked!. Seems related to some sort of buffer issue when blender is busy (this is purely speculative and can be erroneous). Thanks!

Sebastian Parborg (zeddb) triaged this task as Confirmed, Medium priority.

I can confirm that I have to spam click to get it to rename. Without the heavy hair system, as simple double click will do.

@William Reynish (billreynish) feel free to reassign if this doesn't fall into the UI category.

The problem is that there is some depsgraph update here. That evaluates the modifiers and therefore the hair as well.
It loops over all particles.

Feels like the issue is that the depsgraph is evaluated when one starts editing the name of the vertex group.

This is a task for a developer to fix, not a UI design issue I think.

Changing the vertex group name should update the dependency graph, because bones and vertex groups are linked by name. I think the problem is that the first click is for changing the active vertex group, which can affect the viewport in weight paint mode for example.

There are a few things that could be improved here:

  1. If a vertex group is already active, then clicking it again should not cause any depsgraph update. (probably simple)
  2. Ideally changing the active vertex group would have more fine-grained tagging so it doesn't affect anything when it doesn't affect any viewport. (may be simple if it's a matter of checking if the object is in weight paint mode in the RNA update function, would need to be checked)
  3. Events coming from GHOST should ideally have a timestamp, and that timestamp should be used to determine the double clicking time. (too much work to handle as a bug report)

Changing the vertex group name should update the dependency graph, because bones and vertex groups are linked by name.

Am I correct that that the operation of renaming has two parts:

  1. Getting the cursor with a double click
  2. Actually changing the name after ENTER or something is pressed

If I understand correctly, (2) is the only thing that needs a non-UI update.

The issue is that on double click two different things are done:

  • On the first click, it makes the item active which require a dependency graph update.
  • On the second click, it starts renaming.

It's not the renaming that's the problem, but the making active that happens right before that.