Bones Snapping #115456

Closed
opened 2023-11-27 01:12:14 +01:00 by Adam Earle · 5 comments

System Information
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.42

Blender Version
Broken: version: 4.0.1, branch: blender-v4.0-release, commit date: 2023-11-16 16:40, hash: d0dd92834a08
Worked: (newest version of Blender that worked as expected)

Short description of error
Bone is not snapping to a vertex point in space when the control key is held down and when the snap button is enabled.

Exact steps for others to reproduce the error
Create an armature.
make a bunch of bones.
Snap them along and curve and other bones any which way you can.

**System Information** Operating system: Windows-10-10.0.19045-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.42 **Blender Version** Broken: version: 4.0.1, branch: blender-v4.0-release, commit date: 2023-11-16 16:40, hash: `d0dd92834a08` Worked: (newest version of Blender that worked as expected) **Short description of error** Bone is not snapping to a vertex point in space when the control key is held down and when the snap button is enabled. **Exact steps for others to reproduce the error** Create an armature. make a bunch of bones. Snap them along and curve and other bones any which way you can.
Adam Earle added the
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labels 2023-11-27 01:12:15 +01:00
Member

Hi, thanks for the report. Can confirm if pivot point is active element and snap target is set to center
cc @mano-wii

Hi, thanks for the report. Can confirm if pivot point is `active element` and snap target is set to `center` cc @mano-wii
Pratik Borhade added
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labels 2023-11-27 05:08:09 +01:00
Author

This is working in 4.1 I just checked.

This is working in 4.1 I just checked.

Hi @AdamEarle,

According to the video, in 4.1 you are using the Median Point as the Center, while in 4.0 it is the Active Element.

There is no bug here, the Snap With Center option uses the Transform Pivot Point as the Snap Base Point.

In other words, you are moving this point that I marked yellow to the snapping point.
image

Hi @AdamEarle, According to the video, in 4.1 you are using the Median Point as the Center, while in 4.0 it is the Active Element. There is no bug here, the `Snap With` Center option uses the Transform Pivot Point as the Snap Base Point. In other words, you are moving this point that I marked yellow to the snapping point. ![image](/attachments/ceb1b5d3-2070-4e12-b8cf-71653704f6f4)
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labels 2023-11-27 12:37:40 +01:00

However, the question remains: why is the active point not the selected point.
In fact, there may be a bug.

However, the question remains: why is the active point not the selected point. In fact, there may be a bug.
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labels 2023-11-27 12:39:00 +01:00
Germano Cavalcante added
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labels 2023-11-27 12:39:20 +01:00

The code that sets the Transform Pivot Point Active Element as being the "Head" of the Bone is explicit and has always worked like this:
https://projects.blender.org/blender/blender/src/branch/main/source/blender/editors/object/object_utils.cc#L65
https://projects.blender.org/blender/blender/src/branch/main/source/blender/editors/object/object_utils.cc#L110

This happens because a bone does not have an "Active element".
From the code we cannot know which "Element" was selected last (Head or Tail).
We can only know which bone is active:
https://projects.blender.org/blender/blender/src/branch/main/source/blender/editors/armature/armature_select.cc#L1121

I imagine this could be improved, but I don't think it is considered a bug given how long it's been working like this.
Cc. @dr.sybren

The code that sets the Transform Pivot Point `Active Element` as being the "Head" of the Bone is explicit and has always worked like this: https://projects.blender.org/blender/blender/src/branch/main/source/blender/editors/object/object_utils.cc#L65 https://projects.blender.org/blender/blender/src/branch/main/source/blender/editors/object/object_utils.cc#L110 This happens because a bone does not have an "Active element". From the code we **cannot** know which "Element" was selected last (Head or Tail). We can only know which bone is active: https://projects.blender.org/blender/blender/src/branch/main/source/blender/editors/armature/armature_select.cc#L1121 I imagine this could be improved, but I don't think it is considered a bug given how long it's been working like this. Cc. @dr.sybren
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labels 2023-11-27 12:57:58 +01:00
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Reference: blender/blender#115456
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