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UV Individual Origins behaves like Median Point
Open, Needs Triage by DeveloperPublic

Description

System Information
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86

Blender Version
Broken: version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: rBf6cb5f54494e
Worked: Unknown, but also did not work as expected in fee600f47980 (May 29) beta build

Short description of error
When using "Individual Origins" in UV edit mode, scale/rotate behave as if Median Point was selected, scaling and rotating around the center of the selected faces.

Exact steps for others to reproduce the error
Open the attached blend file. Scale the selected faces in the UV edit window.

I tried making a simplified new model as a test case, and in that, it worked as I expected. Perhaps this has something to do with having created the model in the Beta build? The attached file is a cut down version of the model I was working on.

This could be user-error; if so, I would appreciate knowing what I did to cause it.

Details

Type
Bug

Event Timeline

It seems they rotate around each element's island. If they share a common island, they are considered as one collective "individual".

See how when the top and bottom faces line up with the rest of the island, they rotate/scale around a common origin.
Then, when I shift the top face away slightly, now they rotate/scale around individual origins.
Shift it back, common origin again.

Another demonstration, seperate islands, seperate origins.

This can be seen in your file: the first transformation the faces will have a common origin; the second will be with true individual origins. You can make them rotate around individual origins from the get-go, by turning UV Sync Selection off (two arrows button in top left, next to editor select button).

I think this is by design. A developer will have to say.