Maniphest T70351

vertex slide always uses increment snapping instead of what's selected in the snap options.
Closed, Archived

Assigned To
Germano Cavalcante (mano-wii)
Authored By
michael campbell (3di)
Sep 29 2019, 11:58 AM
Tags
  • BF Blender
Subscribers
Germano Cavalcante (mano-wii)
michael campbell (3di)

Description

System Information
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86

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
vertex slide always uses increment snapping instead of what's selected in the snap options.

Exact steps for others to reproduce the error
set vertices as the snap option, shift+v or GG, then slide trying to snap to another vertex. The snap appears to snap to increments instead. Or is there some way you can lock the direction line angle, and then the snap works?

Event Timeline

michael campbell (3di) created this task.Sep 29 2019, 11:58 AM
michael campbell (3di) added a comment.Sep 29 2019, 12:07 PM

actually i've just found a way of locking the direction angle line. You just press C to clamp after you have the dashed angle line correctly set so that all verts move along the intended edges. After this I thought it might revert to the selected snap type, but it's still using incremental.

I think after clamp has been activated, then the active vert should slide along the edge its clamped to until it's in line with the target vert. The non active verts should slide along their clamped edges by the same distance, either relative to their edge length, or by the same value.

Germano Cavalcante (mano-wii) changed the task status from Unknown Status to Unknown Status.Oct 1 2019, 8:52 PM
Germano Cavalcante (mano-wii) claimed this task.
Germano Cavalcante (mano-wii) added a subscriber: Germano Cavalcante (mano-wii).

This is a known limitation.
There are plans to support this. See:
T66426: Edge and Vertex sliding: snapping improvements