Affect Origins can have bad Performance / feature gives unexpected results. #71827

Closed
opened 2019-11-23 19:11:08 +01:00 by Matt · 4 comments

System Information
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48

Blender Version
Broken: version: 2.81 (sub 16), branch: master, commit date: 2019-11-20 14:27, hash: 26bd5ebd42
Worked: (optional)

Short description of error
The New Affect Origins option in 2.81 + is very nice to finally have! But, I noticed some things as I started to use it.. If your mesh is pretty dense (high poly) it can be quite laggy to move the pivot around the viewport, since it appears to re-eval the mesh as the pivot changes, per frame?

It seems like it might be better to only update the mesh transforms at the very end/when committing, but I'm not sure if that can be easily done or not.
I had made my own Addon to do this exact thing, before the Affect Pivots feature was added, and I only updated the pivot when the user finally commited it, to avoid that kind of thing.

It also looks like the Gizmo doesn't stay relative size to the viewport. So if you zoom in and out, or work at a smaller or larger scale it can be TOO big or TOO small when trying to adjust things.

I also notice that if you rotate the Origin/Gizmo, you can see the Rotation Values reflected in the Item/transform tab, but if you then try to change those numbers directly in that UI area, the WHOLE object actually rotates and not the origin/gizmo as you'd expect.

image.png

Affect_Origins_Performance_Issues.blend

Exact steps for others to reproduce the error

  1. Create a new Scene / with Default Cube.
  2. Sub-Divide the Cube in some way (subSurf/SubDivide Edges) to get a raw mesh with something like 150k~ Verts.
  3. Turn on Affect Origins Checkbox/Option and try to move Pivot.
  4. Observe bad performance as Gizmo is being moved around the viewport.
  5. Go into Item/Transform Tab, and now Rotate Gizmo with R Key / Rotate Key in the viewport.
  6. Observe Rotation values changing in the Rotation UI Section.
  7. Try to change the values directly in the UI tab.
  8. Observe the ENTIRE Mesh/Object rotating and not the Origin/Gizmo itself.
  9. Also Zoom In and Out in Viewport, and observe Origin Gizmo not staying relative size on screen.
**System Information** Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48 **Blender Version** Broken: version: 2.81 (sub 16), branch: master, commit date: 2019-11-20 14:27, hash: `26bd5ebd42` Worked: (optional) **Short description of error** The New Affect Origins option in 2.81 + is very nice to finally have! But, I noticed some things as I started to use it.. If your mesh is pretty dense (high poly) it can be quite laggy to move the pivot around the viewport, since it appears to re-eval the mesh as the pivot changes, per frame? It seems like it might be better to only update the mesh transforms at the very end/when committing, but I'm not sure if that can be easily done or not. I had made my own Addon to do this exact thing, before the Affect Pivots feature was added, and I only updated the pivot when the user finally commited it, to avoid that kind of thing. It also looks like the Gizmo doesn't stay relative size to the viewport. So if you zoom in and out, or work at a smaller or larger scale it can be TOO big or TOO small when trying to adjust things. I also notice that if you rotate the Origin/Gizmo, you can see the Rotation Values reflected in the Item/transform tab, but if you then try to change those numbers directly in that UI area, the WHOLE object actually rotates and not the origin/gizmo as you'd expect. ![image.png](https://archive.blender.org/developer/F8159225/image.png) [Affect_Origins_Performance_Issues.blend](https://archive.blender.org/developer/F8159228/Affect_Origins_Performance_Issues.blend) **Exact steps for others to reproduce the error** 1. Create a new Scene / with Default Cube. 2. Sub-Divide the Cube in some way (subSurf/SubDivide Edges) to get a raw mesh with something like 150k~ Verts. 3. Turn on Affect Origins Checkbox/Option and try to move Pivot. 4. Observe bad performance as Gizmo is being moved around the viewport. 5. Go into Item/Transform Tab, and now Rotate Gizmo with R Key / Rotate Key in the viewport. 6. Observe Rotation values changing in the Rotation UI Section. 7. Try to change the values directly in the UI tab. 8. Observe the ENTIRE Mesh/Object rotating and not the Origin/Gizmo itself. 9. Also Zoom In and Out in Viewport, and observe Origin Gizmo not staying relative size on screen.
Author

Added subscriber: @mattli911

Added subscriber: @mattli911

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Germano Cavalcante self-assigned this 2019-11-26 16:27:12 +01:00

While it is good to have these performance improvements, this report is not about a regression and the code works as designed.

For suggestions on how to improve the code, please use other channels to contact the developers:
https://wiki.blender.org/wiki/Communication/Contact#Contact_Developers

You can also propose a patch to be reviewed:
https://developer.blender.org/differential/diff/create/

You are more likely to have your request heard if you use these means.

While it is good to have these performance improvements, this report is not about a regression and the code works as designed. For suggestions on how to improve the code, please use other channels to contact the developers: https://wiki.blender.org/wiki/Communication/Contact#Contact_Developers You can also propose a patch to be reviewed: https://developer.blender.org/differential/diff/create/ You are more likely to have your request heard if you use these means.
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Reference: blender/blender#71827
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