UV - scaling with individuals origin is not working when vertices touch each other #85644
Labels
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
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender#85644
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
System Information
Operating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 580X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18
Blender Version
Broken: version: 2.92.0 Beta, branch: master, commit date: 2021-01-24 07:38, hash:
d3506c86da
Worked: 2.79
Exact steps for others to reproduce the error
I use individual origins and I disabled sticky selection. It works when scaling faces that doesn't touch each other, but since I select faces touching vertex next to each other scaling become like median point type of scaling.
Here is a showcase in anim gif
Same for 2.83 STL, so probably all 2.8+ works the same. When I do this in 2.79 it keeps individual origin scaling behaviour. So ... is it a bug or a feature that can be disabled ... somewhere?
I tried to ask https://blender.stackexchange.com/questions/211769/uv-scaling-with-individuals-origin-is-not-working-when-vertices-touch-each-oth, but there is not a direct answer. Thank you for help.
EDIT
(if you are OK with that I can re-edit main description, I just wasn't sure if it would not be confusing)
according to chosen unwrap type (like Smart Unwrap, Follow Active, Project from View) ... doesn't scale faces as individual origins when faces shares vertex location
2.79 works (in general) the same, just noticed Smart Unwrap works even more weirdly, luckily this was fixed in 2.8x
Added subscriber: @FilipMond
Added subscriber: @filedescriptor
Changed status from 'Needs Triage' to: 'Confirmed'
I can confirm this on the latest 2.92.0 Beta, branch: master, commit date: 2021-02-15 09:30, hash:
7c864388fc
.Added subscriber: @lichtwerk
For me, this is behaving the same in 2.79 (in fact, on the same UV layout, 2.79)?
T85644_279.blend
This also seems to depend on the way UVs are laid out, e.g. the default cube with the UVs from UV Smart project actually seems to work:
T85644_293.blend
@lichtwerk Hmm ... you are right ... in 2.79 I used SmartUV and unwrap with Follow Active behave the same as in 2.93, but ...
... testing 2.79 more gave me even more weird results - some faces goes together and some of them don't ... I started to think if they share edge on object matters, but they don't.
Using SmartUV in 2.93 seems to work as expected, but ...
using Follow Active in 2.93 persists as mentioned in OP ... so what is the rule for such behaviour and what is correct? I think you can understand to my confusion ... I would expect for individual origins scaling individual faces.
Thank you to bringing light into this "thing".
BTW I came to this issue via Projection from View that is not working as well ...
Added subscriber: @sidd017
I'm working on this (new developer here), but I'm not able to understand what is the intended/expected behavior here.
I was able to reproduce this locally, but enabling UV sync selection gave even more weird results.
My exact steps :
Results when (do the following, in given order) :
Thank you @sidd017 for care ... I don't want to make it more mysterious than it is, I just tried with Sync Selection enabled and I didnt end up with your result my kept connected.
But at some point of testing happened this (with middle one disconnected) ...
I wanted to repeat again with a new file, but It ends up connected ...
I experimented if active plays some role in this, but I can't confirm that. It seem s to be random from time to time.
If I would answer what are my expectations from Individual origins simply this ...
Sure I can imagine situations where it can be useful ...
but definitely not as default behaviour for something called Individual Origin.
BTW another Sync Selection weird one (for some reason two on right side scaled as connected or should I say first two couples scaled separately?) ...
Than Undo and scale it all ...
Than Deselect and select couples as previously ...
Than these tree ...
@FilipMond This task can probably be closed in my opinion for 2 reasons :
When selected faces in a UV touch each other they collectively become one island.
Added subscriber: @ideasman42
Changed status from 'Confirmed' to: 'Archived'
Closing, even though this could be changed to only detect islands across shared UV-edges (not vertices), this is a design change, not a bug in the current behavior.
@sidd017
@ideasman42
Thanks for possible vision ... it just doesn't solve the individual scale per face.
So if I'm understanding to it right, there is not a chance to scale UV faces at once to get this result ...
For such a simple mesh like a Cube I had to manually select and scale faces in 3 separate steps to get the result.
For Icosphere it takes 7 individual steps with manually selecting face by face ...
... and those are still elementary examples, so you can imagine real issue like for Monkey's head in projection unwrap.
The only one way that I found as workaround is to apply Edge Split modifier, scale UV and Merge by Distance back.
That doesn't seems to be an efficient way.
Any suggestion where to discuss this thing?
Thank you for your time.
@FilipMond Thanks for the bug report, it helped point out and fix a bug with UV Sync selection.
You can discuss about efficient workarounds/workflows with other users on the #support channel at blender.chat or you can post a new topic for this on devtalk.blender.org.
It would be best to not have discussions about workflow related queries here, since this place is meant for bug reports and development related tasks.