UV Editor: Face fill in edge mode not consistent with 3D view behavior #66445

Closed
opened 2019-07-04 19:44:26 +02:00 by eldee smith · 10 comments

System Information
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.22

Blender Version
Broken: version: 2.80 (sub 74), branch: master, commit date: 2019-07-02 13:31, hash: e7356bb011
Worked: (optional)

Short description of error
In a 3D view, while in edge selection mode- you must select all of the edges that make up a face before the face is visibly filled in the viewport. In a 2D view, a face will be filled if you select two parallel edges.

Exact steps for others to reproduce the error
Select two parallel edges in the UV editor. Expected behavior is that two edges will be selected and the face will not be filled.
See attached video

edge_face_fill_incorrect.mp4

**System Information** Operating system: Windows-10-10.0.17134 64 Bits Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.22 **Blender Version** Broken: version: 2.80 (sub 74), branch: master, commit date: 2019-07-02 13:31, hash: `e7356bb011` Worked: (optional) **Short description of error** In a 3D view, while in edge selection mode- you must select all of the edges that make up a face before the face is visibly filled in the viewport. In a 2D view, a face will be filled if you select two parallel edges. **Exact steps for others to reproduce the error** Select two parallel edges in the UV editor. Expected behavior is that two edges will be selected and the face will not be filled. See attached video [edge_face_fill_incorrect.mp4](https://archive.blender.org/developer/F7566658/edge_face_fill_incorrect.mp4)
Author

Added subscriber: @testure

Added subscriber: @testure
Author

Note that this also happens with incorrectly 'selected' edges in edge mode. This is virtually impossible to show in a video due to compression, so here's a screenshot. edge_select_bug.png

Note that this also happens with incorrectly 'selected' edges in edge mode. This is virtually impossible to show in a video due to compression, so here's a screenshot. ![edge_select_bug.png](https://archive.blender.org/developer/F7567326/edge_select_bug.png)
Author

Additionally, this behavior is not exhibited while sync selection is enabled:
edge_select_bug2.png

Additionally, this behavior is not exhibited while sync selection is enabled: ![edge_select_bug2.png](https://archive.blender.org/developer/F7567334/edge_select_bug2.png)

Added subscriber: @ZedDB

Added subscriber: @ZedDB

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Sebastian Parborg self-assigned this 2019-07-05 11:35:55 +02:00

This is not a bug. This is because of the "sticky selection" settings. If you do not want to select UV faces, then use the alternative sync selection mode as you discovered.

This is not a bug. This is because of the "sticky selection" settings. If you do not want to select UV faces, then use the alternative sync selection mode as you discovered.
Author

so then there is no way in Blender to do the common task of selecting alternating uv edge loops in a UV island without also selecting UV edges from a completely separate island. that's pretty awful, but you are right, it's not a bug- just awful by design. hopefully that will be improved someday.

so then there is no way in Blender to do the common task of selecting alternating uv edge loops in a UV island without also selecting UV edges from a completely separate island. that's pretty awful, but you are right, it's not a bug- just awful by design. hopefully that will be improved someday.
Author

This is actually still happening with sticky selection disabled! See attached video.

shared_face_select.mp4

This is actually still happening with sticky selection disabled! See attached video. [shared_face_select.mp4](https://archive.blender.org/developer/F7577566/shared_face_select.mp4)

It still works on a vertex basis. So in your example, you have selected all three vertices of the triangle and thus will have the face selected.

It still works on a vertex basis. So in your example, you have selected all three vertices of the triangle and thus will have the face selected.

Added subscriber: @ckohl_art

Added subscriber: @ckohl_art
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Reference: blender/blender#66445
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