UV Editor Individual Origins not working for Edges, Vertices and Faces #72325

Closed
opened 2019-12-10 10:37:23 +01:00 by Leon · 15 comments

System Information
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41

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
[Please fill out a short description of the error here]
In the UV Editor the option to transform based on individual origins is not working for Edges, Vertices and Faces of the UV mesh, only for whole Islands.

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)]
Add an Object (either something more complicated than a cube or alternatively a subdivided cube.
Unwrap
Select some connected vertices at one part of the UV mesh
Select some connected vertices at another part of the UV mesh which are not connected to the previously selected ones
Set the Pivot to "Individual Origins"
Rotate or scale to see that the rotation or scale uses the median point of the selected vertices rather than the individual origins of each vertex collection.

**System Information** Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41 **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** [Please fill out a short description of the error here] In the UV Editor the option to transform based on individual origins is not working for Edges, Vertices and Faces of the UV mesh, only for whole Islands. **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)] Add an Object (either something more complicated than a cube or alternatively a subdivided cube. Unwrap Select some connected vertices at one part of the UV mesh Select some connected vertices at another part of the UV mesh which are not connected to the previously selected ones Set the Pivot to "Individual Origins" Rotate or scale to see that the rotation or scale uses the median point of the selected vertices rather than the individual origins of each vertex collection.
Author

Added subscriber: @PanicPug

Added subscriber: @PanicPug

#63203 was marked as duplicate of this issue

#63203 was marked as duplicate of this issue
Member

Added subscriber: @JacquesLucke

Added subscriber: @JacquesLucke
Member

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'
Member

Are you talking about the difference in behavior between these two examples?
2019-12-29 16-23-23.mp4

Are you talking about the difference in behavior between these two examples? [2019-12-29 16-23-23.mp4](https://archive.blender.org/developer/F8250354/2019-12-29_16-23-23.mp4)
Author

This might be related, but it's not really what I meant.
What I'm talking about is the "transform individual origins" functionality as it works when editing meshes, but to have that same functionality in the UV Editor in a single UV island, for a number of connected vertices.
I hope the following screen capture clarifies it somewhat:
The 3D Viewport works with individual origins as I expect it, but the UV Editor does not.

Screencap Blender Individual Origins Comparison 3D Viewport - UV Editor.mp4

This might be related, but it's not really what I meant. What I'm talking about is the "transform individual origins" functionality as it works when editing meshes, but to have that same functionality in the UV Editor in a single UV island, for a number of connected vertices. I hope the following screen capture clarifies it somewhat: The 3D Viewport works with individual origins as I expect it, but the UV Editor does not. [Screencap Blender Individual Origins Comparison 3D Viewport - UV Editor.mp4](https://archive.blender.org/developer/F8250371/Screencap_Blender_Individual_Origins_Comparison_3D_Viewport_-_UV_Editor.mp4)
Member

Changed status from 'Needs User Info' to: 'Needs Triage'

Changed status from 'Needs User Info' to: 'Needs Triage'
Member

I see, well this is exactly the issue that I meant as well.

I'm not sure if this is a bug or if it is supposed to work like that. Personally, I think the behavior you suggest makes more sense.

I see, well this is exactly the issue that I meant as well. I'm not sure if this is a bug or if it is supposed to work like that. Personally, I think the behavior you suggest makes more sense.

Added subscriber: @ideasman42

Added subscriber: @ideasman42

The suggested behavior would be better, but this is working as intended, marking as TODO.

The suggested behavior would be better, but this is working as intended, marking as TODO.

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Changed status from 'Needs Triage' to: 'Resolved'

Changed status from 'Needs Triage' to: 'Resolved'
Germano Cavalcante self-assigned this 2020-01-16 13:40:24 +01:00

This has already been resolved in 86a2ffc3ab

This has already been resolved in 86a2ffc3ab

This comment was removed by @mano-wii

*This comment was removed by @mano-wii*
Added subscribers: @JonathanLampel-4, @Likkez-2, @Mets, @brecht, @lichtwerk
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Reference: blender/blender#72325
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