Maniphest T60396

Can't weld vertices that are ontop of each other in the UV editor
Closed, Archived

Assigned To
Brecht Van Lommel (brecht)
Authored By
Kenn Nyström (Frozen_Death_Knight)
Jan 10 2019, 2:19 PM
Tags
  • BF Blender
Subscribers
Brecht Van Lommel (brecht)
Kenn Nyström (Frozen_Death_Knight)
Philipp Oeser (lichtwerk)

Description

System Information
Operating system: Windows 7
Graphics card: Geforce GTX 1060

Blender Version
Broken: 2.80, hash: 96f762500ef9, 2019-01-07

Short description of error
Vertices that are very, very close to each other that they are on top of one another can't be welded together using weld/remove doubles UV in the weld/align menu.

Exact steps for others to reproduce the error

  1. Make a simple UV map for a simple shape like a box, and go to the UV map editor window to edit your UV map.
  2. Split one vertex into two vertices so they are right ontop of each other.
  3. Select both using any selection tool that works for you.
  4. Open up the weld/align menu.
  5. Choose weld or remove doubles UV to try and merge them together.
  6. Deselect and select the "vertex" again and then move it around to see it still being split.

One workaround I found to this problem is to slightly move one vertex away from the other vertex, then select both and weld them again. Then it works.

Event Timeline

Kenn Nyström (Frozen_Death_Knight) created this task.Jan 10 2019, 2:19 PM
Kenn Nyström (Frozen_Death_Knight) updated the task description.
Philipp Oeser (lichtwerk) added a subscriber: Philipp Oeser (lichtwerk).EditedJan 10 2019, 2:55 PM

Not sure if I understand correctly:

The Weld tool will move selected UVs to their average position, they will remain separate entities though.
If you weld two UVs that are slightly apart then these will hop into the same location [thats what you call "it works"], but you can still select one or the other, no?

So, unless I am misunderstanding something, two UVs can never be made into a single one.

Kenn Nyström (Frozen_Death_Knight) added a comment.Jan 10 2019, 4:24 PM
In T60396#597608, @Philipp Oeser (lichtwerk) wrote:

Not sure if I understand correctly:

The Weld tool will move selected UVs to their average position, they will remain separate entities though.
If you weld two UVs that are slightly apart then these will hop into the same location [thats what you call "it works"], but you can still select one or the other, no?

So, unless I am misunderstanding something, two UVs can never be made into a single one.

So, how do you merge the UV map vertices together then? Even when I haven't made a seam or split the UV, some vertices still remain split and can be move away from each other. When I used weld inside Blender it looked like to me that they became merged as one vertix since the two vertices were no longer selectable on their own after doing that workaround I mentioned.

Either way, the mesh was behaving differently after I did it, so I don't know what else to tell you.

Brecht Van Lommel (brecht) lowered the priority of this task from 90 to 30.Jan 10 2019, 7:42 PM
Brecht Van Lommel (brecht) added a subscriber: Brecht Van Lommel (brecht).

In Blender all UV map vertices are separated. What happens is that selection tools use the Sticky Selection setting from the header, set to Shared Location by default. So if you click on a UV map vertex in the UV editor, it will automatically select other UV map vertices that belong to the same mesh vertex and have the same location. A tool like weld simply moves UV map vertices to the same location.

If you still think there is a bug, we need more exact steps to redo the problem. Maybe attach a .blend file saved after step 5.

Brecht Van Lommel (brecht) changed the task status from Unknown Status to Unknown Status.Jan 25 2019, 6:27 PM
Brecht Van Lommel (brecht) claimed this task.

Since no further information was provided, I'll assume this is not a bug.