- User Since
- May 24 2012, 3:54 PM (368 w, 6 d)
Aug 1 2016
May 27 2016
A by default completly invisible object is somewhat strange, I would say.
Since "Draw All Edges" is a "per Object Setting", couldn't this setting be changed in a way that drawing all edges is the default ?
And then make a checkbox for "Hide Low Face Angle Edges" in the Object Settings instead.
Perhaps even better, if this settings could be set globally/for all objects too, in the N-Panel under Display, e.g.
Then one could make this his individual default.
Just one more thought about this problem:
Couldn't this work like a common work-around would do ?
Hiding the unconnected mesh appart from the mesh to edit, internally and temporarily.
Or possibly making a separate object from it, internally and temporarily.
Both works as a work-around, I just don't know what of both could be more suitable for fixing this.
And then possibly the "original" proportional editing algorithm could be used for editing, instead of the buggy one.
May 26 2016
Today I experienced the same issue and I was about to write a bug report too.
This strange behavior of the PE in connected mode caused me a lot of trouble because it wasn't this obvious first and also completely unexpected.
I would say this behavior is far from ideal. Would be nice if PE would deform the mesh in just the same manner in connected mode as it does in enabled mode.
In addition of the "connected feature", of course.
May 3 2016
Somehow, the Blendfile was added right behind the "Broken Blender Version", by accident.
Apr 3 2016
Again I come to this problem.
Now I recogniced that, e.g. scaling around Individual Centres in UV Editor fails, even for UV Ilands, if the Mesh was unwrapped with "Project from View".
On the same Mesh, same UV settings, but unwrapped with "U -> Unwrap", it works fine.
Mar 28 2016
Sorry, I mean, I can't imagine a situation where it would make sence.
For my individual problem I did found a solution already, as I mentioned in my initial posting.
I wanted to scale down all UV faces to zero around their individual centres, for some kind of uncommon usage.
This also works with "Individual Origins" on in UV Editor, but I needed to also Edge Split the entire mesh in 3D View to make it work in UV.
I got it, it works on UV ilands.
Sorry for me being this stubborn.
In earlier Blender versions "Select Random" works without having to choose a different seed for each new "Select Random" operation.
Looks like before "Randomize Timer" was used but now it's simply just "Randomize".
In my eys absolutely inadequate for this select function.
If I want to select randomly I don't want to select the same as before !
For that I would hit "Select The Same Again" what would be totaly nonsense.
Mar 27 2016
I don't see any differnt behaviour in editing the UV, no matter if pivot set to "Median" or "Individual Origins".
Even doesn't matter what sticky mode is selected or whatever else I do.
Different from mesh editing in 3D View, in UV, pivot on "Individual" Origins" behaves the same like pivot on "Median".
Mar 11 2016
And I still can't edit my own postings.
Why is this ? Or do I just don't find the right Button ?
Sorry wrong term in Header !
It need to be "Edge Select Mode" not "Face Select Mode" !
Jul 20 2015
With "limit selection to visible" OFF, this also works in "solid view mode", in 2.74 and before.
I usually have this "limited view and selection mode" OFF (since this often gives weird results when selecting, depending on the angle of view and view distance).
So I can't tell how it works with "limit selection to visible" ON in older versions.
I wasn't aware by now that this affects the loop select function too.
Jul 19 2015
Sorry, there was some misspelling in my first post that possible makes it hard to understand.
Jul 15 2015
Jun 18 2015
I gave you all informations about the issue that I can give !
May be you should close this bugtracker entirely if you can't handle the mess you're creating !
Sorry, I'm out of here !
Feb 14 2015
I see, not as easy to recreate this as I thought it is.
Here comes the blend file.
On the left, the original mesh object with the non applied subsurf modifier and remesh modifier.
On the right, just to point it out, a mesh sector of a duplicated object with the modifiers applied, where some of the non manifold mesh appears. This appears first as you open the file.
Also I have selected the non manifold mesh to point it out.
Jan 14 2015
Jan 11 2015
Dec 2 2014
Nov 27 2014
Oct 27 2014
It's a mystery !
I can't find a reliable way to reproduce this bug by myself now.
I was able to reproduce it once again now, but when I just moved the Render Camera it disappeared / rendered correctly.
I tried to reproduce it serveral times afterwards but failed.
I had this bug the first time 2 days ago and then it was also hard to reproduce. For sure it is not reproducable within
the same Blender session, when it ones rendered correctly before. Possible I also may need to restart my PC - but I just don't tried that.
Aug 5 2014
Ops looks like it was wishful thinking that "Repeat Last" ignores all select actions.
Rather than "Select Linked" and "Checker Deselct" etc, it also takes in account "Deselect All" what makes it impossible to use "Repeat Last"
when selecting anything after "Deselect All"(A). Then "Repeat Last" just deselects all again.
Aug 4 2014
Jun 19 2014
With "Align View" based on the aktiv mesh element it is only possible to align to a single vertice, edge or face, but not to a group of mesh selcted. That was already working in 2.49 and since the funktion is still named the same by now, it's possibly just adapted wrong to 2.5 and not noticed by now, I guess.
I did some further tests on "Align View" and active mesh elements and I figured out that a function based on active mesh elements can't run properly. Especially the "Align View" function doesn't do.
Jun 17 2014
Ops I see, but it was not the worst feature to be able to step values quick and easy by using this arrows in previous versions, where num buttons was used instead of sliders.
I like to edit my post but apparently can't...
"..., no matter what will be selected later on." Need to be -> "..., no matter what was selected previously"
Jun 16 2014
May 28 2014
Yes, in generell "Minimize Stretch" works as expected.
It's just this initial behaviour I'm not happy with (running as an endless loop you have to stop manualy), and this is apperent in any blend file.
I agree its not really a bug, just strange behaviour.
Clamping the initial iterations to 1 per default, as it is for other tools using iterations too, would be appropriate I guess. Also even 500 iterations may be acceptable, not sure how long it would take on a high poly UV.