Pinned UVs don’t stay pinned on subsequent Unwrap #67633

Closed
opened 2019-07-25 03:43:04 +02:00 by Jim Conrad · 29 comments

Blender Version
Broken: 2.79, 2.80, 2.81, 2.82

Description
Pinning vertices on some meshes in the UV editor is not functioning as expected. Unwrapping after pinning leads to vertices displacing and deforming.

Exact steps for others to reproduce the error
Note: 'UV->Seams from island fix it.

Steps to reproduce the problem from the default startup blend:

  • Remove Cube
  • Add Monkey
  • Switch to UV Editing workspace
  • Set 'Sticky Selection Mode' to disabled
  • Move two adjacent faces to different individual places and pin all of their vertices pinned_faces.png
  • Unwrap

Pinned vertices that were initially touching have moved unwrapped.png

2.79 file right before unwrap (in 2.8x you should also change the editor to UV editor):
#67633-279.blend

**Blender Version** Broken: 2.79, 2.80, 2.81, 2.82 **Description** Pinning vertices on some meshes in the UV editor is not functioning as expected. Unwrapping after pinning leads to vertices displacing and deforming. **Exact steps for others to reproduce the error** Note: 'UV->Seams from island fix it. Steps to reproduce the problem from the default startup blend: - Remove Cube - Add Monkey - Switch to UV Editing workspace - Set 'Sticky Selection Mode' to disabled - Move two adjacent faces to different individual places and pin all of their vertices ![pinned_faces.png](https://archive.blender.org/developer/F7674685/pinned_faces.png) - Unwrap # Pinned vertices that were initially touching have moved ![unwrapped.png](https://archive.blender.org/developer/F7674687/unwrapped.png) 2.79 file right before unwrap (in 2.8x you should also change the editor to UV editor): [#67633-279.blend](https://archive.blender.org/developer/F8377527/T67633-279.blend)
Author

Added subscriber: @JCo

Added subscriber: @JCo
Author

Not sure if it’s relevant to the repro, but it’s occurring on meshes I’ve duplicated and you may want to try on meshes where you’ve first done a ‘Join’ with another mesh.

Not sure if it’s relevant to the repro, but it’s occurring on meshes I’ve duplicated and you may want to try on meshes where you’ve first done a ‘Join’ with another mesh.

Added subscriber: @matc

Added subscriber: @matc

I don't seem to be able to reproduce this. Can you provide a blend file containing meshes that you know are causing the problem and provide instructions based on that file?

I don't seem to be able to reproduce this. Can you provide a blend file containing meshes that you know are causing the problem and provide instructions based on that file?
Author

Sure. I copy/pasted the mesh into a new .blend file.
It only contains one mesh.

  1. Go into Edit Mode with that mesh
  2. Open the UV Editor window and observe the pinned UVs
  3. Try using the 'Unwrap' function and observe the pinned UVs deforming/moving
  4. Now deselect the topmost UVs in the UV Editor
  5. Try 'Unwrap' again and observe different behavior-- the UVs that were pinned the entire time now do NOT move.

Unless I'm misunderstanding how it's supposed to work, I thought any and all Pinned UVs should remain locked in place.UV_Pin_Problem.blend

Note: I have not tried in RC3 yet but it exhibits the same behavior in RC1 & RC2

Sure. I copy/pasted the mesh into a new .blend file. It only contains one mesh. 1. Go into Edit Mode with that mesh 2. Open the UV Editor window and observe the pinned UVs 3. Try using the 'Unwrap' function and observe the pinned UVs deforming/moving 4. Now deselect the topmost UVs in the UV Editor 5. Try 'Unwrap' again and observe different behavior-- the UVs that were pinned the entire time now do NOT move. Unless I'm misunderstanding how it's supposed to work, I thought any and all Pinned UVs should remain locked in place.[UV_Pin_Problem.blend](https://archive.blender.org/developer/F7630511/UV_Pin_Problem.blend) Note: I have not tried in RC3 yet but it exhibits the same behavior in RC1 & RC2

Now I'm able to reproduce. Simply hitting 'u' and unwrapping shows the problem.

One thing I noticed is that after removing the UV map in the Object Data (green tab in object properties) and creating a new one, the pinning appears to work properly. Can you test whether you are able to run into the problem after doing this? If the problem does not reappear, then an older version most likely initialized the uv data in a wrong way.

Now I'm able to reproduce. Simply hitting 'u' and unwrapping shows the problem. One thing I noticed is that after removing the UV map in the Object Data (green tab in object properties) and creating a new one, the pinning appears to work properly. Can you test whether you are able to run into the problem after doing this? If the problem does not reappear, then an older version most likely initialized the uv data in a wrong way.
Author

Removing the UV map data does seem to work for me as well. I'm not thrilled with that answer since I have hundreds of meshes that apparently have poorly initialized uv data and would need to be manually unwrapped. :(

Removing the UV map data does seem to work for me as well. I'm not thrilled with that answer since I have hundreds of meshes that apparently have poorly initialized uv data and would need to be manually unwrapped. :(

There is still a chance that this can be fixed. Blender always "fixes" files when they were saved with an older version than the currently running one.

Do you know which version was used to create the file(s)? With the Outliner set to Data API, there is a Version field (fairly to the top) which shows the version the file was last saved with. Otherwise a date should work as well to find the offending version.

There is still a chance that this can be fixed. Blender always "fixes" files when they were saved with an older version than the currently running one. Do you know which version was used to create the file(s)? With the Outliner set to Data API, there is a Version field (fairly to the top) which shows the version the file was last saved with. Otherwise a date should work as well to find the offending version.
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

Not sure if Removing the UV map actually fixes the "problem".
Doing this on a new/fresh UV map and having the same UVs pinned will show comparable results... [moving pinned UVs], needs a closer look...

Not sure if Removing the UV map actually fixes the "problem". Doing this on a new/fresh UV map and having the same UVs pinned will show comparable results... [moving pinned UVs], needs a closer look...

Moving/scaling pinned vertices will unwrap each island around its pinned vertices for the new uv map. While for the uv map present in the file even the pinned vertices are moving.

Moving/scaling pinned vertices will unwrap each island around its pinned vertices for the new uv map. While for the uv map present in the file even the pinned vertices are moving.

Added subscriber: @AlanT

Added subscriber: @AlanT

In the UV Editor try selecting the 'UV->Seams from island' menu entry.

If this fixes the problem the problem may have been caused because Unwrap got conflicted signals. The UV data tells Unwrap that two UVs are pinned and in separate places, the mesh data tells Unwrap that the two UVs should be in the same place (because there is no seam saying it's ok to split them).

In the UV Editor try selecting the 'UV->Seams from island' menu entry. If this fixes the problem the problem may have been caused because Unwrap got conflicted signals. The UV data tells Unwrap that two UVs are pinned and in separate places, the mesh data tells Unwrap that the two UVs should be in the same place (because there is no seam saying it's ok to split them).

'UV->Seams from island' does fix it.

I had another look at the UV_Pin_Problem.blend file. All pinned vertices that are moving have been pinned in two locations. 2.79 does behave the same way.

Steps to reproduce the problem from the default startup blend:

  • Remove Cube
  • Add Monkey
  • Switch to UV Editing workspace
  • Set 'Sticky Selection Mode' to disabled
  • Move two adjacent faces to different individual places and pin all of their vertices pinned_faces.png
  • Unwrap
  • Pinned vertices that were initially touching have moved unwrapped.png
'UV->Seams from island' does fix it. I had another look at the UV_Pin_Problem.blend file. All pinned vertices that are moving have been pinned in two locations. 2.79 does behave the same way. Steps to reproduce the problem from the default startup blend: - Remove Cube - Add Monkey - Switch to UV Editing workspace - Set 'Sticky Selection Mode' to disabled - Move two adjacent faces to different individual places and pin all of their vertices ![pinned_faces.png](https://archive.blender.org/developer/F7674685/pinned_faces.png) - Unwrap - Pinned vertices that were initially touching have moved ![unwrapped.png](https://archive.blender.org/developer/F7674687/unwrapped.png)
Member

Added subscriber: @brecht

Added subscriber: @brecht
Member

@brecht: is this expected behavior?

@brecht: is this expected behavior?

Added subscriber: @Stan_Pancakes

Added subscriber: @Stan_Pancakes

Added subscriber: @iss

Added subscriber: @iss

Changed status from 'Needs Developer To Reproduce' to: 'Resolved'

Changed status from 'Needs Developer To Reproduce' to: 'Resolved'
Richard Antalik self-assigned this 2020-01-20 23:01:46 +01:00

This should be resolved now, can not find commit

This should be resolved now, can not find commit
Member

Changed status from 'Resolved' to: 'Needs Developer To Reproduce'

Changed status from 'Resolved' to: 'Needs Developer To Reproduce'
Richard Antalik was unassigned by Philipp Oeser 2020-01-21 14:58:11 +01:00
Member

For me, this is still happening.
Still not sure if this is expected behavior, but I can still reproduce...
(putting back to "Needs Developer to Reproduce", so we can check if this is expected or not...)

For me, this is still happening. Still not sure if this is expected behavior, but I can still reproduce... (putting back to "Needs Developer to Reproduce", so we can check if this is expected or not...)
Member

Added subscriber: @JacquesLucke

Added subscriber: @JacquesLucke
Member

I can reproduce the issue as well. The faces that were disconnected before are suddenly connected again. I assume that this is a limitation of the current code as well, but don't know for sure.

I can reproduce the issue as well. The faces that were disconnected before are suddenly connected again. I assume that this is a limitation of the current code as well, but don't know for sure.

Changed status from 'Needs Developer To Reproduce' to: 'Confirmed'

Changed status from 'Needs Developer To Reproduce' to: 'Confirmed'

Changed status from 'Confirmed' to: 'Archived'

Changed status from 'Confirmed' to: 'Archived'
Brecht Van Lommel self-assigned this 2020-02-28 15:29:33 +01:00

This doesn't look like a bug to me.

UV unwrap uses the seams to determined UV islands. Moving vertices and then pinning them will not change the UV islands.

You can use Seams from Islands for that. Arguably that should happen automatically after transforming, but that also has some side effects, and that kind of design change is outside the scope of the bug tracker.

This doesn't look like a bug to me. UV unwrap uses the seams to determined UV islands. Moving vertices and then pinning them will not change the UV islands. You can use Seams from Islands for that. Arguably that should happen automatically after transforming, but that also has some side effects, and that kind of design change is outside the scope of the bug tracker.

Added subscriber: @Wurzeldachs

Added subscriber: @Wurzeldachs

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Reference: blender/blender#67633
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