Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31
Broken: version: 2.82 (sub 6), branch: master, commit date: 2019-12-26 19:15, hash: rBd35a31968707
Short description of error
All meshes that have shared mesh data (I mean they use same geometry)
will pop into the scene in edit cage display, regardless of what object you actually edit. Ok so far.
But in addition, they ignore their current modifier setup and use your currently
active object's modifiers to replace their own for the editing time. Why?
This creates bad visualization and editing conflicts, especially when
using those meshes heavily modified (Mask) and dependent on each other.
The current behaviour is very annoying to deal with.
I cant find a way to turn this off, therefore I assume its intended. Please correct me if this isnt true.
Otherwise see my file for a small showcase.
Exact steps for others to reproduce the error
- Add a Cube and give it a material.
- Create a linked duplication (alt-D) and give it a new material on the same slot (object material) with red color.
- Make sure they are placed on the same spot.
- Give the second Cube a Skin modifier.
- Select the first Cube and go into Edit mode.
The first Cube is displayed red now while editing because the second Cube is rendered on top of it.
You cant see at the same time whats going on for the second Cube with its own modifiers which might be relevant to the editing process. (for example hidden or skinned parts that are connected to the model)