Hidden faces showing up on weight painting mode, but not able to paint on them. #71218

Closed
opened 2019-10-30 14:50:09 +01:00 by Frederico Martins · 10 comments

System Information
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.81

Blender Version
Broken: version: 2.81 (sub 16), branch: master, commit date: 2019-10-28 18:34, hash: 7c1fbe24ca

Short description of error
When part of the geometry is hidden in edit mode, and one is painting in weight Paint mode, the geometry is visible but it is not possible to paint on it.
However, if I set the vertex or face mask modes when weight painting, they do are hidden.
I believe this just creates confusion, if the part of the geometry is hidden in object mode, it should either, hide it also in weight paint mode, or simply allow it to be painted.

Exact steps for others to reproduce the error
1- enter edit mode of an object, select some faces and hide them (H).
2- enter weight paint mode, and you are not able to pain on them, but they are visible.

**System Information** Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.81 **Blender Version** Broken: version: 2.81 (sub 16), branch: master, commit date: 2019-10-28 18:34, hash: `7c1fbe24ca` **Short description of error** When part of the geometry is hidden in edit mode, and one is painting in weight Paint mode, the geometry is visible but it is not possible to paint on it. However, if I set the vertex or face mask modes when weight painting, they do are hidden. I believe this just creates confusion, if the part of the geometry is hidden in object mode, it should either, hide it also in weight paint mode, or simply allow it to be painted. **Exact steps for others to reproduce the error** 1- enter edit mode of an object, select some faces and hide them (H). 2- enter weight paint mode, and you are not able to pain on them, but they are visible.

Added subscriber: @FredericoMartins

Added subscriber: @FredericoMartins

#76865 was marked as duplicate of this issue

#76865 was marked as duplicate of this issue
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Added subscribers: @Jeroen-Bakker, @lichtwerk

Added subscribers: @Jeroen-Bakker, @lichtwerk
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Would not consider this a bug currently.
This is like drawing object mode, where hidden faces are not taken into account, and once using face/vert mask it is drawn like in editmode again [where hidden faces are taken into account].
Writing this down here I do realize that this might seem awkward though tbh.

@Jeroen-Bakker: (havent looked at code,) is there a (quick) way to hide hidden faces from the overlay?

Would not consider this a bug currently. This is like drawing object mode, where hidden faces are not taken into account, and once using face/vert mask it is drawn like in editmode again [where hidden faces are taken into account]. Writing this down here I do realize that this might seem awkward though tbh. @Jeroen-Bakker: (havent looked at code,) is there a (quick) way to hide hidden faces from the overlay?

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

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

Added subscriber: @Mets

Added subscriber: @Mets
Member

Although this behaviour is confusing, I find it quite useful, and often rely on it while weight painting.

If this was changed such that the hidden mesh is also hidden and un-paintable in weight paint mode, it wouldn't break my workflow but I would have to use face masking mode more often, which might need some extra keypresses to enter and leave it, since you can't change bone selection when you're in those masking modes.

For that reason I think this should not be changed unless we also get a faster way to select bones while in a masking mode. It might just sound like a couple extra actions, but already an incredible number of compromises were made at the expense of Weight Paint mode's usability, since 2.80.

Although this behaviour is confusing, I find it quite useful, and often rely on it while weight painting. If this was changed such that the hidden mesh is also hidden and un-paintable in weight paint mode, it wouldn't break my workflow but I would have to use face masking mode more often, which might need some extra keypresses to enter and leave it, since you can't change bone selection when you're in those masking modes. For that reason I think this should not be changed unless we also get a faster way to select bones while in a masking mode. It might just sound like a couple extra actions, but already an incredible number of compromises were made at the expense of Weight Paint mode's usability, since 2.80.

Demeter, I understand it is useful when you have some experience with it, and are used to this, but it is very confusing and unintuitive for someone new or even someone experienced but don't use that method much, it took me some time to figure out what was going wrong with it, and I do some skinning too.

I would suggest to keep it, but have some form of visual markings so we understand that those faces are not paintable (greyed out/darkened).

you could change the bones in paint mask modes by selecting them on properties editor> object data > vertex groups, but I understand that is not as easy as picking them on the viewport. and Ideally, as you say, fix the masking options so it works well with picking etc... and we dont have to rely on multiple ways to do the same thing, each of them not great and with different hickups along the way.

Demeter, I understand it is useful when you have some experience with it, and are used to this, but it is very confusing and unintuitive for someone new or even someone experienced but don't use that method much, it took me some time to figure out what was going wrong with it, and I do some skinning too. I would suggest to keep it, but have some form of visual markings so we understand that those faces are not paintable (greyed out/darkened). you could change the bones in paint mask modes by selecting them on properties editor> object data > vertex groups, but I understand that is not as easy as picking them on the viewport. and Ideally, as you say, fix the masking options so it works well with picking etc... and we dont have to rely on multiple ways to do the same thing, each of them not great and with different hickups along the way.
Member

Added subscriber: @Jewls

Added subscriber: @Jewls

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Campbell Barton self-assigned this 2020-05-19 10:12:41 +02:00
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Reference: blender/blender#71218
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