Edge Sliding With Snap in Edge/Vertex Mode is Inconsistent. #108855

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opened 2023-06-11 11:26:56 +02:00 by Omar · 6 comments

System Information
Operating system: Linux-5.19.0-42-generic-x86_64-with-glibc2.35 64 Bits
Graphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.105.01

Blender Version
Broken: version: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash: e1ccd9d4a1d3
Worked: (newest version of Blender that worked as expected)

Short description of error
Edge sliding in vertex or edge mode behaves like it is in edge perpendicular mode. This is very inconsistent because it snaps as expected in face project mode. Also in edge mode, depending on the edge being snapped to, the snapping mode will either be as expected or in edge perpendicular mode.

Exact steps for others to reproduce the error
image
[Based on the default startup or an attached .blend file (as simple as possible)]
From the blend file try to snap the selected edge to the pink edge in edge or vertex mode. Then try snapping to the annotated geometry as per the mode described in the text editor:
image

**System Information** Operating system: Linux-5.19.0-42-generic-x86_64-with-glibc2.35 64 Bits Graphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.105.01 **Blender Version** Broken: version: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash: `e1ccd9d4a1d3` Worked: (newest version of Blender that worked as expected) **Short description of error** Edge sliding in vertex or edge mode behaves like it is in edge perpendicular mode. This is very inconsistent because it snaps as expected in face project mode. Also in edge mode, depending on the edge being snapped to, the snapping mode will either be as expected or in edge perpendicular mode. **Exact steps for others to reproduce the error** ![image](/attachments/99e06714-d604-4d94-88bb-48fda81cbd8d) [Based on the default startup or an attached .blend file (as simple as possible)] From the blend file try to snap the selected edge to the pink edge in edge or vertex mode. Then try snapping to the annotated geometry as per the mode described in the text editor: ![image](/attachments/ca8fd65d-6a95-4212-baa2-cc599d84445a)
Omar added the
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labels 2023-06-11 11:26:57 +02:00
Iliya Katushenock added the
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Modeling
label 2023-06-11 11:35:16 +02:00
Member

This all seems to be expected behaviour.

Snapping in Face Project mode, it will try to get the center of the selected edge to the face plane.

Snapping in Edge and Vertex mode, it will try to make the selected edge intersect the closest distance line between the snap target edge(vertex) and the sliding vector, so both red and yellow works as expected.

Snapping in Edge perpendicular mode, it will try to put the center of the edge to the intersection point of the sliding vector and the plane that's defined with the center of the snap target edge with a normal along the snap target edge.

ehhh probably better with a figure... I'll edit this in a bit.

This all seems to be expected behaviour. Snapping in Face Project mode, it will try to get the center of the selected edge to the face plane. Snapping in Edge and Vertex mode, it will try to make the selected edge intersect the closest distance line between the snap target edge(vertex) and the sliding vector, so both red and yellow works as expected. Snapping in Edge perpendicular mode, it will try to put the center of the edge to the intersection point of the sliding vector and the plane that's defined with the center of the snap target edge with a normal along the snap target edge. ehhh probably better with a figure... I'll edit this in a bit.
Author

t will try to make the selected edge intersect the closest distance line between the snap target edge(vertex) and the sliding vector

But it isn't doing that with the yellow edges? Based on what you said I would expect snapping to the yellow edge would give me the lower measuring distance (0.809).
image

Also even if all this is the expected behavior from the technical point of view, in practice, the user expects the operation to intersect the closest distance relative to a plane of the orientation that is selected (ex. Global). I say this because when I asked people on discord how to edge slide the selected edge to the pink one so they are the same z height, they all told me I can just snap and it will work!

But yeah sure if you still consider all this to be intended behavior, I will open a feature request instead.

> t will try to make the selected edge intersect the closest distance line between the snap target edge(vertex) and the sliding vector But it isn't doing that with the yellow edges? Based on what you said I would expect snapping to the yellow edge would give me the lower measuring distance (0.809). ![image](/attachments/91b561d4-e874-45a5-b4a5-0fc1b641ef89) Also even if all this is the expected behavior from the technical point of view, in practice, the user expects the operation to intersect the closest distance relative to a plane of the orientation that is selected (ex. Global). I say this because when I asked people on discord how to edge slide the selected edge to the pink one so they are the same z height, they all told me I can just snap and it will work! But yeah sure if you still consider all this to be intended behavior, I will open a feature request instead.
128 KiB
Member

@Omer-Almadani I believe it works Like this when snapping to edge:

Snap to yellow Snap to red
图片 图片

relative to a plane of the orientation that is selected

"Snapping based on orientation" is more like preferring right-angle or incremental angles like 90 deg, 15 deg, 45 deg etc? I think we could discuss about the feasibility of that.

Edit:

The problem with edge slide is that it already has a constrained sliding direction, so all snapping (except face mode) should be perpendicular to that. In the case of right-angle snapping in Grab, you can specify X/Y/Z and it basically became the sliding direction in this situation. So what we probably can do is to have an additional X/Y/Z input in edge slide during snapping, to be used together with vertex snapping mode, this way it's more intuitive.

@mano-wii any thoughts?

@Omer-Almadani I believe it works Like this when snapping to edge: | Snap to yellow | Snap to red | |---|---| | ![图片](/attachments/a3988b9b-ce3e-485f-bc1a-55ad360c218a) | ![图片](/attachments/aa64978c-7a71-4cec-8778-c4c64f11659d) | > relative to a plane of the orientation that is selected "Snapping based on orientation" is more like preferring right-angle or incremental angles like 90 deg, 15 deg, 45 deg etc? I think we could discuss about the feasibility of that. Edit: The problem with edge slide is that it already has a constrained sliding direction, so all snapping (except face mode) should be perpendicular to that. In the case of right-angle snapping in Grab, you can specify X/Y/Z and it basically became the sliding direction in this situation. So what we probably can do is to have an additional X/Y/Z input in edge slide during snapping, to be used together with vertex snapping mode, this way it's more intuitive. @mano-wii any thoughts?
Author

Okay okay after looking at the pictures and looking at this blender/blender#92605 I kind of get how it works.

Maybe these explanations and diagrams could be added to the docs: https://docs.blender.org/manual/en/latest/editors/3dview/controls/snapping.html

So in the picture below if I was making some kind of building and trying to edge slide the selected edges so that they are level on the selected transform orientation (Global), as far as I know right now there is no way to do that. There are no "yellow" edges or faces I can project to. What would be the option/snap mode that could allow that to happen?
image

Also @ChengduLittleA thanks for taking the time to explain all this stuff.

Okay okay after looking at the pictures and looking at this blender/blender#92605 I kind of get how it works. Maybe these explanations and diagrams could be added to the docs: https://docs.blender.org/manual/en/latest/editors/3dview/controls/snapping.html So in the picture below if I was making some kind of building and trying to edge slide the selected edges so that they are level on the selected transform orientation (Global), as far as I know right now there is no way to do that. There are no "yellow" edges or faces I can project to. What would be the option/snap mode that could allow that to happen? ![image](/attachments/631e0bf1-a44f-4562-af95-2e032cab9385) Also @ChengduLittleA thanks for taking the time to explain all this stuff.
380 KiB
Member

Hi @Omer-Almadani , at the moment you could quickly extrude a face horizontally from a purple edge, then snap to that face while sliding.

Looks like your model is more cosmetic than dimensionally accurate, you could also scale those edges together with the purple edges vertically to zero and tweak it till it looks ok. Or maybe you could check out if there are any CAD-type plugins that may satisfy the requirement.

Hi @Omer-Almadani , at the moment you could quickly extrude a face horizontally from a purple edge, then snap to that face while sliding. Looks like your model is more cosmetic than dimensionally accurate, you could also scale those edges together with the purple edges vertically to zero and tweak it till it looks ok. Or maybe you could check out if there are any CAD-type plugins that may satisfy the requirement.
Member

I say this because when I asked people on discord how to edge slide the selected edge to the pink one so they are the same z height, they all told me I can just snap and it will work!

Edge sliding won't help in this case since it restricts sliding along adjacent faces/edges only. You can achieve this by activating snap edge then moving selected edge along z till the "pink" edge.
I guess this is not a bug. The issue reported here is a request for modified/improved behavior and not a bug in current behavior. Closing as this bug tracker is only for bugs and errors.

For user requests and feedback, please use other channels: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests

For more information on why this isn't considered a bug, visit: https://wiki.blender.org/wiki/Reference/Not_a_bug

tagging @mano-wii in case we have missed something

> I say this because when I asked people on discord how to edge slide the selected edge to the pink one so they are the same z height, they all told me I can just snap and it will work! Edge sliding won't help in this case since it restricts sliding along adjacent faces/edges only. You can achieve this by activating snap edge then moving selected edge along z till the "pink" edge. I guess this is not a bug. The issue reported here is a request for modified/improved behavior and not a bug in current behavior. Closing as this bug tracker is only for bugs and errors. For user requests and feedback, please use other channels: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests For more information on why this isn't considered a bug, visit: https://wiki.blender.org/wiki/Reference/Not_a_bug tagging @mano-wii in case we have missed something
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Reference: blender/blender#108855
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