Uv folllow active quad its not working #109674
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Reference: blender/blender#109674
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System Information
Operating system: Ubuntu 22.04.02 LTS Linux-5.19.0-46-generic-x86_64-with-glibc2.35 64 Bits, X11 UI
Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.105.01
Blender Version
Broken: version: 4.0.0 Alpha, branch: main, commit date: 2023-07-03 17:37, hash:
d0bbae859600
Worked: (newest version of Blender that worked as expected)
Short description of error
Exact steps for others to reproduce the error
1 select the cube enter ,edit mode
2 select all (be sure to have one active selected face)
3 "U" Follow active quads>pick any option
Confirmed, this seems to have happened sometime between commits
bdd189f593
and4d1593c4ad
.Caused by
e0e3650495
@Chris_Blackbourn ^
I think this was broken before
e0e3650495
, and is now showing the correct error message."UV Follow Active Quads" requires an "Active Quad" to follow. The initial scene does not have an active quad, hence the error.
1 select the cube enter ,edit mode
(add this step) 1b In the 3D editor, enter face selection mode, and select at least one face
2 select all (be sure to have one active selected face)
3 "U" Follow active quads>pick any option
Unless there's something here I'm missing?
If "UV Sync Selection" is off (the default), you'll receive the error now - before no error was shown. If you turn on "UV Sync Selection" it will work without error but produce weird results - some faces are flattened and/or become overlapped with other faces whereas before it seemed more correct as well.
i hope this little video shows the problem better
Can you post repro steps?
0- Bug follow active quads.blend
1- Open the file
2-pick a face to make it active
3-A or L to select all keeping the face active
4-U Follow active quads
The same steps in 3.6 (the version i had to test against) works properly
3.6 Result
Hi @NahuelBelich , and apologies for the delay.
Thanks for the detailed repro steps. If I'm interpreting correctly, it appears that the desired behavior is different depending on whether the "UV Follow Active Quads" is initiated from the 3D view, or from the UV Editor.
If initiated from the 3D view, then it's the 3D selection which should be applied.
If initiated from the UV editor, then both the 3D selection and the UV selection needs to be applied.
This follows, for example, the way that
Unwrap > Cube Projection
works differently depending on how it is initiated....I'll update the script accordingly, but we'll also need to remember to update the documentation too..
OK, I've pushed that change ^^^.
Feel free to re-open (or create a new issue) if there are further problems with the operator.
just test it, it works as expected, thanks