UV Unwrap Seems to be working oddly or Broken #68744

Closed
opened 2019-08-16 19:14:18 +02:00 by Panundrum · 13 comments

I am an artist that is trying out blender, I am a 3Dstudio max user that has used 3D studio max for about 15 years.
I seemed to have run into an issue that completely breaks using the program from unwrapping or using it to edit my UV's

(Using Blender 2.8)

Examples

Example Number 1:

  • Open a new scene, Either add a cube or use the cube in the scene.
  • Click the UV Editing tab
  • Click edit mode on the right window
  • Select everything
  • On the left click select faces
  • Click the move tool and move one of the faces. (The face should move stretching the nearby polygons, this is expected behaviour when uv modeling)
  • Click the UV Sync Selection button on the top Left (We need to select this because otherwise the whole UV vanishes from the viewport if it is not selected making it impossible to edit the UVs as a whole)
  • Click select faces on the left and then click a face, then move it.
    (This will RIP the polygon out of the UV, which should not happen unless you have selected to break rip or detach the face first from the UV.)

This makes it impossible to UV edit with this behavior. Unless there is some option I am missing to prevent this. It has my fellow artists confused as well that are trying to come from other modeling programs.

Thank you!

System Information
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.13558 Core Profile Context 26.20.11015.5009

Blender Version
Broken: version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f5449
Worked: (optional)

Short description of error
[Please fill out a short description of the error here]

Exact steps for others to reproduce the error
[Please describe the exact steps needed to reproduce the issue]
[Based on the default startup or an attached .blend file (as simple as possible)]

I am an artist that is trying out blender, I am a 3Dstudio max user that has used 3D studio max for about 15 years. I seemed to have run into an issue that completely breaks using the program from unwrapping or using it to edit my UV's (Using Blender 2.8) Examples Example Number 1: - Open a new scene, Either add a cube or use the cube in the scene. - Click the UV Editing tab - Click edit mode on the right window - Select everything - On the left click select faces - Click the move tool and move one of the faces. (The face should move stretching the nearby polygons, this is expected behaviour when uv modeling) - Click the UV Sync Selection button on the top Left (We need to select this because otherwise the whole UV vanishes from the viewport if it is not selected making it impossible to edit the UVs as a whole) - Click select faces on the left and then click a face, then move it. (This will RIP the polygon out of the UV, which should not happen unless you have selected to break rip or detach the face first from the UV.) This makes it impossible to UV edit with this behavior. Unless there is some option I am missing to prevent this. It has my fellow artists confused as well that are trying to come from other modeling programs. Thank you! **System Information** Operating system: Windows-10-10.0.17134 64 Bits Graphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.13558 Core Profile Context 26.20.11015.5009 **Blender Version** Broken: version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: `f6cb5f5449` Worked: (optional) **Short description of error** [Please fill out a short description of the error here] **Exact steps for others to reproduce the error** [Please describe the exact steps needed to reproduce the issue] [Based on the default startup or an attached .blend file (as simple as possible)]
Author

Added subscriber: @Panundrum

Added subscriber: @Panundrum
Member

Added subscriber: @EAW

Added subscriber: @EAW
Member

I must say upfront that UV editing is not something I know a lot about.

The fix (or one that I at least know of) to your issue (if I understand it correctly) is turning on proportional editing. It is in the center of the left window at the top. It is highlighted in yellow in this screenshot. proportional edit.jpg

When it is on, the polygons remain intact when only one face is selected and moved. proportional editing movement.jpg

I must say upfront that UV editing is not something I know a lot about. The fix (or one that I at least know of) to your issue (if I understand it correctly) is turning on proportional editing. It is in the center of the left window at the top. It is highlighted in yellow in this screenshot. ![proportional edit.jpg](https://archive.blender.org/developer/F7668541/proportional_edit.jpg) When it is on, the polygons remain intact when only one face is selected and moved. ![proportional editing movement.jpg](https://archive.blender.org/developer/F7668543/proportional_editing_movement.jpg)
Author

This comment was removed by @Panundrum

*This comment was removed by @Panundrum*
Author

In #68744#754825, @EAW wrote:
I must say upfront that UV editing is not something I know a lot about.

The fix (or one that I at least know of) to your issue (if I understand it correctly) is turning on proportional editing. It is in the center of the left window at the top. It is highlighted in yellow in this screenshot. proportional edit.jpg

When it is on, the polygons remain intact when only one face is selected and moved. proportional editing movement.jpg

This acts as expected if you turn the proportional Editing mode on and turn the circle of influence all the way down with the mouse button.
This is incredibly odd (Broken)behavior, this should be default as you should never ever be able to move polygons as if they were not welded be their vertices.

> In #68744#754825, @EAW wrote: > I must say upfront that UV editing is not something I know a lot about. > > The fix (or one that I at least know of) to your issue (if I understand it correctly) is turning on proportional editing. It is in the center of the left window at the top. It is highlighted in yellow in this screenshot. ![proportional edit.jpg](https://archive.blender.org/developer/F7668541/proportional_edit.jpg) > > When it is on, the polygons remain intact when only one face is selected and moved. ![proportional editing movement.jpg](https://archive.blender.org/developer/F7668543/proportional_editing_movement.jpg) This acts as expected if you turn the proportional Editing mode on and turn the circle of influence all the way down with the mouse button. This is incredibly odd (Broken)behavior, this should be default as you should never ever be able to move polygons as if they were not welded be their vertices.
Member

Added subscribers: @JulienKaspar, @JacquesLucke

Added subscribers: @JulienKaspar, @JacquesLucke
Member

This worked the same in Blender 2.79. It seems wrong to me as well, but I'm not really a user of the uv editor.

@JulienKaspar is it intended behavior that faces are ripped out when one is in face-select mode and selection-sync is enabled?

This worked the same in Blender 2.79. It seems wrong to me as well, but I'm not really a user of the uv editor. @JulienKaspar is it intended behavior that faces are ripped out when one is in face-select mode and selection-sync is enabled?
Author

Normally you need to break polygons/Verts in all other programs before they can be moved independently. This is very very confusing. Also the fact that moving verts causes it to move other verts not selected but are broken off.

Normally you need to break polygons/Verts in all other programs before they can be moved independently. This is very very confusing. Also the fact that moving verts causes it to move other verts not selected but are broken off.
Member

@JacquesLucke Yeah this is intentional as far as I know. I don't like it as well.
The selection modes have some weird conditions on shared UV point positions. This coupled with the very different behaviour of the selection syncing makes it quite confusing to work with. It takes a while to internalise how everything works. IMO this needs a redesign at some point.

@JacquesLucke Yeah this is intentional as far as I know. I don't like it as well. The selection modes have some weird conditions on shared UV point positions. This coupled with the very different behaviour of the selection syncing makes it quite confusing to work with. It takes a while to internalise how everything works. IMO this needs a redesign at some point.
Member

The question is if this is really intentional or just an artifact of the current implementation.
In the latter case it could be considered a bug, otherwise we should close this and hope that there will be a larger redesign at some point.

The question is if this is really intentional or just an artifact of the current implementation. In the latter case it could be considered a bug, otherwise we should close this and hope that there will be a larger redesign at some point.

Added subscriber: @brecht

Added subscriber: @brecht

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Brecht Van Lommel self-assigned this 2019-10-03 02:46:14 +02:00

This is not a bug, but something that can be redesigned once.

If sync selection is enabled, it purely uses 3D viewport selection, which has no concept of individual UV vertex selection.

This is not a bug, but something that can be redesigned once. If sync selection is enabled, it purely uses 3D viewport selection, which has no concept of individual UV vertex selection.
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
5 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#68744
No description provided.