Maniphest T68744

UV Unwrap Seems to be working oddly or Broken
Closed, Archived

Assigned To
Brecht Van Lommel (brecht)
Authored By
Panundrum (Panundrum)
Aug 16 2019, 7:14 PM
Tags
  • BF Blender
Subscribers
Brecht Van Lommel (brecht)
Evan Wilson (EAW)
Jacques Lucke (JacquesLucke)
Julien Kaspar (JulienKaspar)
Panundrum (Panundrum)

Description

I am an artist that is trying out blender, I am a 3Dstudio max user that has used 3D studio max for about 15 years.
I seemed to have run into an issue that completely breaks using the program from unwrapping or using it to edit my UV's

(Using Blender 2.8)

Examples

Example Number 1:
-Open a new scene, Either add a cube or use the cube in the scene.
-Click the UV Editing tab
-Click edit mode on the right window
-Select everything
-On the left click select faces
-Click the move tool and move one of the faces. (The face should move stretching the nearby polygons, this is expected behaviour when uv modeling)
-Click the UV Sync Selection button on the top Left (We need to select this because otherwise the whole UV vanishes from the viewport if it is not selected making it impossible to edit the UVs as a whole)
-Click select faces on the left and then click a face, then move it.
(This will RIP the polygon out of the UV, which should not happen unless you have selected to break rip or detach the face first from the UV.)

This makes it impossible to UV edit with this behavior. Unless there is some option I am missing to prevent this. It has my fellow artists confused as well that are trying to come from other modeling programs.

Thank you!

System Information
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.13558 Core Profile Context 26.20.11015.5009

Blender Version
Broken: version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: rBf6cb5f54494e
Worked: (optional)

Short description of error
[Please fill out a short description of the error here]

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)]

Event Timeline

Panundrum (Panundrum) created this task.Aug 16 2019, 7:14 PM
Evan Wilson (EAW) added a subscriber: Evan Wilson (EAW).Aug 17 2019, 5:17 AM

I must say upfront that UV editing is not something I know a lot about.

The fix (or one that I at least know of) to your issue (if I understand it correctly) is turning on proportional editing. It is in the center of the left window at the top. It is highlighted in yellow in this screenshot.

When it is on, the polygons remain intact when only one face is selected and moved.

Panundrum (Panundrum) added a comment.Aug 18 2019, 11:13 PM
This comment was removed by Panundrum (Panundrum).
Panundrum (Panundrum) added a comment.Aug 18 2019, 11:19 PM
In T68744#754825, @Evan Wilson (EAW) wrote:

I must say upfront that UV editing is not something I know a lot about.

The fix (or one that I at least know of) to your issue (if I understand it correctly) is turning on proportional editing. It is in the center of the left window at the top. It is highlighted in yellow in this screenshot.

When it is on, the polygons remain intact when only one face is selected and moved.

This acts as expected if you turn the proportional Editing mode on and turn the circle of influence all the way down with the mouse button.
This is incredibly odd (Broken)behavior, this should be default as you should never ever be able to move polygons as if they were not welded be their vertices.

Jacques Lucke (JacquesLucke) added subscribers: Julien Kaspar (JulienKaspar), Jacques Lucke (JacquesLucke).Aug 20 2019, 5:14 PM

This worked the same in Blender 2.79. It seems wrong to me as well, but I'm not really a user of the uv editor.

@Julien Kaspar (JulienKaspar) is it intended behavior that faces are ripped out when one is in face-select mode and selection-sync is enabled?

Panundrum (Panundrum) added a comment.Aug 20 2019, 6:36 PM

Normally you need to break polygons/Verts in all other programs before they can be moved independently. This is very very confusing. Also the fact that moving verts causes it to move other verts not selected but are broken off.

Julien Kaspar (JulienKaspar) added a comment.Aug 20 2019, 7:23 PM

@Jacques Lucke (JacquesLucke) Yeah this is intentional as far as I know. I don't like it as well.
The selection modes have some weird conditions on shared UV point positions. This coupled with the very different behaviour of the selection syncing makes it quite confusing to work with. It takes a while to internalise how everything works. IMO this needs a redesign at some point.

Jacques Lucke (JacquesLucke) added a comment.Aug 20 2019, 7:54 PM

The question is if this is really intentional or just an artifact of the current implementation.
In the latter case it could be considered a bug, otherwise we should close this and hope that there will be a larger redesign at some point.

Brecht Van Lommel (brecht) changed the task status from Unknown Status to Unknown Status.Oct 3 2019, 2:46 AM
Brecht Van Lommel (brecht) claimed this task.
Brecht Van Lommel (brecht) added a subscriber: Brecht Van Lommel (brecht).

This is not a bug, but something that can be redesigned once.

If sync selection is enabled, it purely uses 3D viewport selection, which has no concept of individual UV vertex selection.