Consider the tangent of the Face when 'Align Rotation to Target' #108409

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opened 2023-05-30 09:48:24 +02:00 by Igor Dmytrenko · 6 comments

Blender Version
Broken: version: 3.5.0

Short description of error
It would be useful if Align Rotation to Target considered the tangent of the face as seen in the Normal orientation.

Exact steps for others to reproduce the error

  • Randomly rotate the default Cube.
  • Apply rotation (now you have object with random orientation)
  • activate ORIGIN edit tool
  • snap it to face with rotate align active and as result

You would expected the origin oriented according to the face tangent add normal.

**Blender Version** Broken: version: 3.5.0 **Short description of error** It would be useful if `Align Rotation to Target` considered the tangent of the face as seen in the `Normal` orientation. <video src="/attachments/f1ab857d-abc6-4857-ac39-65e418d0390e" controls></video> **Exact steps for others to reproduce the error** - Randomly rotate the default Cube. - Apply rotation (now you have object with random orientation) - activate ORIGIN edit tool - snap it to face with rotate align active and as result You would expected the origin oriented according to the face tangent add normal.
Igor Dmytrenko added the
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Normal
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Report
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Needs Triage
labels 2023-05-30 09:48:25 +02:00

As i can see, problem in tangent align, not in normal.

As i can see, problem in tangent align, not in normal.
Iliya Katushenock added the
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Modeling
label 2023-05-30 09:52:54 +02:00
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Hi @IgorDmytrenko , Can confirm the behaviour, however this I believe is a limitation of current algorithm. Aligning origin with normal will only guarantee that the z direction is the same as the face normal since it's only reading the result from a pixel in the viewport, while x,y directions can be arbitrary. In edit mode, the orientation of the gizmo can be determined by selected elements but in object mode, the operator doesn't necessarily have that information without adding too much complexity.

Hi @IgorDmytrenko , Can confirm the behaviour, however this I believe is a limitation of current algorithm. Aligning origin with normal will only guarantee that the z direction is the same as the face normal since it's only reading the result from a pixel in the viewport, while x,y directions can be arbitrary. In edit mode, the orientation of the gizmo can be determined by selected elements but in object mode, the operator doesn't necessarily have that information without adding too much complexity.
YimingWu added
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Modeling
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Needs Info from Developers
and removed
Status
Needs Triage
labels 2023-05-30 09:55:56 +02:00
Iliya Katushenock removed the
Interest
Modeling
label 2023-05-30 09:57:09 +02:00
Author

Hi @IgorDmytrenko , Can confirm the behaviour, however this I believe is a limitation of current algorithm. Aligning origin with normal will only guarantee that the z direction is the same as the face normal since it's only reading the result from a pixel in the viewport, while x,y directions can be arbitrary. In edit mode, the orientation of the gizmo can be determined by selected elements but in object mode, the operator doesn't necessarily have that information without adding too much complexity.

Im totally not agree about doesn’t necessarily complexity.

That what is working good in other 3d packages, especially in Maya, when you doing a lot of rig stuff and you need reconstructing orientation.

For now in blender it’s just look as broken functionality not less not more.

Currently i need to make at list ten steps to make it’s possible in blender.

> Hi @IgorDmytrenko , Can confirm the behaviour, however this I believe is a limitation of current algorithm. Aligning origin with normal will only guarantee that the z direction is the same as the face normal since it's only reading the result from a pixel in the viewport, while x,y directions can be arbitrary. In edit mode, the orientation of the gizmo can be determined by selected elements but in object mode, the operator doesn't necessarily have that information without adding too much complexity. Im totally not agree about doesn’t necessarily complexity. That what is working good in other 3d packages, especially in Maya, when you doing a lot of rig stuff and you need reconstructing orientation. For now in blender it’s just look as broken functionality not less not more. Currently i need to make at list ten steps to make it’s possible in blender.
Germano Cavalcante changed title from Origin calculate incorrect normal orientation by snap to face to Consider the tangent of the Face when 'Align Rotation to Target' 2023-12-12 13:47:02 +01:00

This is not a bug, and it is also not something trivial to implement, but it would be a useful addition, so I added it to the list of features that could be implemented in the Transform System:
#73993: "Snapping & precision modeling improvements"

This is not a bug, and it is also not something trivial to implement, but it would be a useful addition, so I added it to the list of features that could be implemented in the Transform System: #73993: "Snapping & precision modeling improvements"
Germano Cavalcante added
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Confirmed
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To Do
and removed
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Needs Info from Developers
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Report
labels 2023-12-12 13:55:54 +01:00
Author

This is not a bug, and it is also not something trivial to implement, but it would be a useful addition, so I added it to the list of features that could be implemented in the Transform System:
#73993: "Snapping & precision modeling improvements"

You can be right, but in demo video ( spring 2019) where demonstrated how it’s should works, loos like all worked. And then something went wrong, I've looked on source code of, and that was a mess.

But you a right that not a bug, just implementation of this tool has never been finished.

> This is not a bug, and it is also not something trivial to implement, but it would be a useful addition, so I added it to the list of features that could be implemented in the Transform System: > #73993: "Snapping & precision modeling improvements" You can be right, but in demo video ( spring 2019) where demonstrated how it’s should works, loos like all worked. And then something went wrong, I've looked on source code of, and that was a mess. But you a right that not a bug, just implementation of this tool has never been finished.
Author

A proper working tool in Blender for the 3D cursor which allows you to correct the alignment of objects with their faces is more important than a some content browser, or asset manager.

This is because the 3D cursor is a fundamental tool that is used by all users who model in Blender. When people migrate from other software, they expect to be able to use the 3D cursor in a similar way. However, the current functionality of the 3D cursor alignment is poor and often causes problems. This can make it difficult to model and work with objects in Blender.

I believe that the functionality of the 3D cursor should be prioritised over unnecessary features such as the content browser. A well-designed 3D cursor would make it easier for users to model and work with objects, which would be a significant improvement for the software

A proper working tool in Blender for the 3D cursor which allows you to correct the alignment of objects with their faces is more important than a some content browser, or asset manager. This is because the 3D cursor is a fundamental tool that is used by all users who model in Blender. When people migrate from other software, they expect to be able to use the 3D cursor in a similar way. However, the current functionality of the 3D cursor alignment is poor and often causes problems. This can make it difficult to model and work with objects in Blender. I believe that the functionality of the 3D cursor should be prioritised over unnecessary features such as the content browser. A well-designed 3D cursor would make it easier for users to model and work with objects, which would be a significant improvement for the software
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Reference: blender/blender#108409
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