Applyng Metaball nonuniform Scaling regresses to uniform #124319
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Reference: blender/blender#124319
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System Information:
Ubuntu 24.04 LTS x86_64
Graphics Card: NVIDIA GeForce RTX 4060
Blender Version:
Broken: 4.1.1 Release
Worked: -
Short description of Issue:
When scaling metaballs not on all axes at the same time (nonuniform scaling) and afterwards applying the scale,
the scaling would switch to a uniform scaling distorting the metaball.
Exact steps for others to reproduce the issue:
Happens with all kinds of metaballs and multiple scalings. just mentioning simple example.
Additional Information
The reason will most probably be that in source/blender/blenkernel/intern/mball.cc ,
function BKE_mball_transform scale is just a single float value instead of a matrix or a quaternion.
Hi, thanks for the report. Can confirm
Hello, thank you for triaging my issue.
As I need it quite urgently, would it be ok if I would implement it myself?
As I am new, what would I have to do for that?
Normally I am used to opening a feature-Branch and then after finishing it, creating a pull request to merge into develop.
What we are using at work is basically GitFlow, like this:
https://nvie.com/img/git-model@2x.png
But I was told, in OpenSource repositories I might not have commit rights on the upstream server, not even on my own feature branch.
Therefore I should probably create a fork of the blender-repository and create my feature-branch from that.
Please confirm the process or tell me where I am wrong.
On a side note, I would also like to integrate the procedure into the developers handbook,
probably here in "Guidelines":
https://developer.blender.org/docs/handbook/contributing/#guidelines
Maybe I am missing something but it seems to tell me a lot about commit messages and not how to format the pull requests and so on, but not how to actually start with a new feature, issue or hotfix. Also for people who might not be already into the collaboratoring process that much, maybe an explanation of what a pull request is to begin with, and why we need it and stuff like that would be nice.
The current Guideline look more like a storage tank for different rules than an actual guide.
Hope I have not offended anyone by stating that.
Therefore my suggestion would be that I could document the process in a different feature-branch while I am going through the process for others to have it easier.
Hi, first you'd need to setup blender to build locally. For that, refer: https://developer.blender.org/docs/handbook/building_blender/
Re pull request workflow, you would have to first fork the main blender repo then you can create and push commits on "feature" branches. More info at: https://developer.blender.org/docs/handbook/contributing/pull_requests/
Also see for general info for new code contributors: https://developer.blender.org/docs/handbook/new_developers/
Since this is about transform code, @mano-wii might able to help here. If in doubt, feel free to ask in modeling-module
Hello, thank you for clarifying. I have already read the developer handbook, as you see that I was referring to it in the above post, and built blender. So it seems I need to work with forks and do not have commit rights on the original repo. Thank you, that was what I wanted to know. I will create the respective feature branches and get back to you once I am finished for the PR.
Hi, yes, make a PR (as mentioned in the developer docs), reviewer will merge your work in origin repo once all the change requests are addressed.