Snapping Rotation #116058

Closed
opened 2023-12-11 18:54:19 +01:00 by Marcin Surma · 6 comments

System Information
Operating system: Linux-5.17.5-76051705-generic-x86_64-with-glibc2.35 64 Bits, X11 UI
Graphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 525.89.02

Blender Version
Broken: version: 4.0.2, branch: blender-v4.0-release, commit date: 2023-12-05 07:41, hash: 9be62e85b727
Worked: (newest version of Blender that worked as expected)

Short description of error
[If object A rotation is not applied to be 1.000, then if I have 2 objects and go into object A in edit mode and select one face and snap it to the second object B with "align rotation to target" enabled, the face is snapping with the rotation of the face I am pointing at plus the rotation of object A. So the rotation is wrong until I apply the rotation of object A, but I don't want to do that. Should snapping consider object rotation if I snap in edit mode?]

Please also consider implementing the following features:

  1. Is it possible in Blender to have surface snapping in edit mode take into account the inverse direction of the normals of the attracted surface to another surface on the second object? Currently, we can only copy the Z direction, but not the -Z direction when operating in edit mode.
  2. Additionally, is it possible for snapping to take into account the averaged rotation of more than one target with the Z rotation axes? For instance, if I enable snapping and use the shortcut key 'A' to select multiple points, and if I have the Z normals rotation feature enabled, is it possible for Blender to consider the average rotation of the selected Z directions of 2/3/4 points/edges/faces?

Thank you for reporting this issue, and those additional features would be great to have!

Exact steps for others to reproduce the error

  1. Create 2 Cubes and rotate them randomly (don't apply rotation).
  2. Go to edit mode of one object and choose the top face.
  3. Use snap to face and enable "align rotation to target."
  4. Snap the selected face of object A to the face of object B.

Please let me know if you need any further information or clarification.

**System Information** Operating system: Linux-5.17.5-76051705-generic-x86_64-with-glibc2.35 64 Bits, X11 UI Graphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 525.89.02 **Blender Version** Broken: version: 4.0.2, branch: blender-v4.0-release, commit date: 2023-12-05 07:41, hash: `9be62e85b727` Worked: (newest version of Blender that worked as expected) **Short description of error** [If object A rotation is not applied to be 1.000, then if I have 2 objects and go into object A in edit mode and select one face and snap it to the second object B with "align rotation to target" enabled, the face is snapping with the rotation of the face I am pointing at plus the rotation of object A. So the rotation is wrong until I apply the rotation of object A, but I don't want to do that. Should snapping consider object rotation if I snap in edit mode?] Please also consider implementing the following features: 1. Is it possible in Blender to have surface snapping in edit mode take into account the inverse direction of the normals of the attracted surface to another surface on the second object? Currently, we can only copy the Z direction, but not the -Z direction when operating in edit mode. 2. Additionally, is it possible for snapping to take into account the averaged rotation of more than one target with the Z rotation axes? For instance, if I enable snapping and use the shortcut key 'A' to select multiple points, and if I have the Z normals rotation feature enabled, is it possible for Blender to consider the average rotation of the selected Z directions of 2/3/4 points/edges/faces? Thank you for reporting this issue, and those additional features would be great to have! **Exact steps for others to reproduce the error** 1. Create 2 Cubes and rotate them randomly (don't apply rotation). 2. Go to edit mode of one object and choose the top face. 3. Use snap to face and enable "align rotation to target." 4. Snap the selected face of object A to the face of object B. Please let me know if you need any further information or clarification.
Marcin Surma added the
Priority
Normal
Type
Report
Status
Needs Triage
labels 2023-12-11 18:54:19 +01:00

Thank you for reporting this issue, @WWS3D.
I can confirm the issue with align rotation.

Regarding your feature requests, I understand that you would like to have surface snapping in edit mode take into account the inverse direction of the normals and the averaged rotation of multiple targets. These features could indeed be beneficial for certain workflows in Blender.

For feature requests, we encourage users to provide feedback and suggest new features through the appropriate channels. You can visit the Blender Community sites and the User Feedback and Requests page on our wiki for this purpose: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests

Thank you for reporting this issue, @WWS3D. I can confirm the issue with align rotation. Regarding your feature requests, I understand that you would like to have surface snapping in edit mode take into account the inverse direction of the normals and the averaged rotation of multiple targets. These features could indeed be beneficial for certain workflows in Blender. For feature requests, we encourage users to provide feedback and suggest new features through the appropriate channels. You can visit the Blender Community sites and the User Feedback and Requests page on our wiki for this purpose: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests
Germano Cavalcante added
Module
Modeling
Status
Confirmed
and removed
Status
Needs Triage
labels 2023-12-11 21:03:31 +01:00
Blender Bot added
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labels 2023-12-11 22:37:25 +01:00
Author

when do I know when it is fixed? on 4.1.0 alpha is still wrong.
Regards. Marcin Surma - wws3d

when do I know when it is fixed? on 4.1.0 alpha is still wrong. Regards. Marcin Surma - wws3d
Blender Bot added
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and removed
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labels 2023-12-18 13:21:42 +01:00
Germano Cavalcante added
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labels 2023-12-18 13:22:05 +01:00
Member

Ah, this was reported again in #116273, so I think these should be merges.

@mano-wii : was about to look into this, are you on it?

Ah, this was reported again in #116273, so I think these should be merges. @mano-wii : was about to look into this, are you on it?
Author

Yes I reported this again becouse first was closed but this is still not fixed. result is different in this version of blender but still wrong.
Regards.

Yes I reported this again becouse first was closed but this is still not fixed. result is different in this version of blender but still wrong. Regards.
Germano Cavalcante self-assigned this 2023-12-18 14:05:34 +01:00

I'm investigating. The previous solution considered converting the target normal to local space. It would be efficient, but it doesn't work in all cases.

Another solution would be to convert the normal of each element to global. I'm analyzing whether this works 100% percent.

I'm investigating. The previous solution considered converting the target normal to local space. It would be efficient, but it doesn't work in all cases. Another solution would be to convert the normal of each element to global. I'm analyzing whether this works 100% percent.
Blender Bot added
Status
Resolved
and removed
Status
Confirmed
labels 2023-12-18 14:27:48 +01:00
Author

checked it and is now fixed. Thank You for that. Now is perfect.

checked it and is now fixed. Thank You for that. Now is perfect.
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Reference: blender/blender#116058
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