Edit mode normalize lacks option to only normalize deformed bones #100187

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opened 2022-08-04 00:48:39 +02:00 by Daniel Salazar · 8 comments
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Context: This is a split of #96787 to separate into 2 different problems.

System Information
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15

Blender Version
Broken: version: 3.2.0 Alpha, branch: master, commit date: 2022-03-24 00:35, hash: 98d4872d7f

Short description of error
This bug relates to object.vertex_weight_normalize_active_vertex()

Normalization should only be applied to deforming bones by default.
image.png

Exact steps for others to reproduce the error
Normalize.blend

Check the L and R groups, these are non-deforming groups. The L group looks like this:
image.png

Now hit the Normalize operator. The result is the L group looking like this:
image.png

Video overview
Normalize.mp4

Proposal
The proposal is to enhance the object.vertex_weight_normalize_active_vertex() operator to get the same option that it's cousin the object.vertex_group_normalize_all() operator has

Namely group_select_mode can be set to 'ALL' or 'BONE_DEFORM'.

object.vertex_group_normalize_all(group_select_mode='BONE_DEFORM')

image.png

In the case of object.vertex_weight_normalize_active_vertex() there are no such options and we are always stuck normalizing all groups!

After we get the options, we can then make the operator do the right thing depending on the context.

For this I propose to use the exact same logic that object.vertex_group_normalize_all() uses which is:

If the mesh has a deformation relationship with an armature modifier, default to 'BONE_DEFORM', otherwise choose 'ALL'

Context: This is a split of #96787 to separate into 2 different problems. **System Information** Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15 **Blender Version** Broken: version: 3.2.0 Alpha, branch: master, commit date: 2022-03-24 00:35, hash: `98d4872d7f` **Short description of error** This bug relates to object.vertex_weight_normalize_active_vertex() Normalization should only be applied to **deforming** bones by default. ![image.png](https://archive.blender.org/developer/F12946918/image.png) **Exact steps for others to reproduce the error** [Normalize.blend](https://archive.blender.org/developer/F12946912/Normalize.blend) Check the L and R groups, these are non-deforming groups. The *L* group looks like this: ![image.png](https://archive.blender.org/developer/F12946936/image.png) Now hit the *Normalize* operator. The result is the *L* group looking like this: ![image.png](https://archive.blender.org/developer/F12946942/image.png) Video overview [Normalize.mp4](https://archive.blender.org/developer/F13061923/Normalize.mp4) **Proposal** The proposal is to enhance the object.vertex_weight_normalize_active_vertex() operator to get the same option that it's cousin the object.vertex_group_normalize_all() operator has Namely group_select_mode can be set to 'ALL' or 'BONE_DEFORM'. ``` object.vertex_group_normalize_all(group_select_mode='BONE_DEFORM') ``` ![image.png](https://archive.blender.org/developer/F13335453/image.png) In the case of object.vertex_weight_normalize_active_vertex() there are no such options and we are always stuck normalizing all groups! After we get the options, we can then make the operator do the right thing depending on the context. For this I propose to use the exact same logic that object.vertex_group_normalize_all() uses which is: If the mesh has a deformation relationship with an armature modifier, default to 'BONE_DEFORM', otherwise choose 'ALL'
Nate Rupsis was assigned by Daniel Salazar 2022-08-04 00:48:39 +02:00
Author
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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Added subscriber: @zanqdo

Added subscriber: @zanqdo

Added subscriber: @JerBot

Added subscriber: @JerBot
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Added subscribers: @HooglyBoogly, @dr.sybren

Added subscribers: @HooglyBoogly, @dr.sybren
Member

Looks like we lucked out, and some C -> C++ porting solved the issue:
https://developer.blender.org/D15689

cc @dr.sybren @HooglyBoogly

Looks like we lucked out, and some C -> C++ porting solved the issue: https://developer.blender.org/D15689 cc @dr.sybren @HooglyBoogly
Member

You mean I fixed the bug with that port? That's surprising, any idea how?

You mean I fixed the bug with that port? That's surprising, any idea how?
Member

@HooglyBoogly That's a great question, and looking over your C++ port, I'm not 100% sure....

Only reason I thought it would have been your port, is because it updates: VGroupSelect subset_type = static_cast<eVGroupSelect>(ts->vgroupsubset); Which conveniently coincides with subsets now being respected.

@HooglyBoogly That's a great question, and looking over your C++ port, I'm not 100% sure.... Only reason I thought it would have been your port, is because it updates: `VGroupSelect subset_type = static_cast<eVGroupSelect>(ts->vgroupsubset);` Which conveniently coincides with subsets now being respected.

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
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Reference: blender/blender#100187
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