Multi-Object-Mode: EditMesh Tools #54643
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Reference: blender/blender#54643
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Note, while these follow menus, duplicates have been removed.
Remaining
Mesh Menu:
MESH_OT_duplicate_move1ade071052
MESH_OT_extrude_edges_indivd8f70a26fd
MESH_OT_extrude_faces_indiv07774d4860
MESH_OT_extrude_verts_indiv7c415e6fd7
MESH_OT_extrude_edges_move1d7bdbd273
MESH_OT_extrude_vertices_move1d7bdbd273
MESH_OT_delete_loosebfc9d426bb
MESH_OT_decimate5b45d32f3a
MESH_OT_dissolve_degenerate(initial comsmit)bfc9d426bb
MESH_OT_dissolve_limited09e14cb5bc
MESH_OT_face_make_planar0e5a4f927a
MESH_OT_vert_connect_nonplanarb942106c73
MESH_OT_vert_connect_concave4043e4b820
MESH_OT_fill_holes69b95b45f4
MESH_OT_symmetrize03a916e5b5
MESH_OT_symmetry_snap7f9768cb80
MESH_OT_bisectf9eb2f29fe
MESH_OT_sort_elementsffb424c85f
Snap Menu:
VIEW3D_OT_snap_selected_to_grid016ba0f38b
VIEW3D_OT_snap_selected_to_cursorec3357e03a
VIEW3D_OT_snap_selected_to_activeec3357e03a
VIEW3D_OT_snap_cursor_to_selectedec3357e03a
VIEW3D_OT_snap_cursor_to_center(no change required)VIEW3D_OT_snap_cursor_to_grid(no change required)VIEW3D_OT_snap_cursor_to_active(no change required)Vertex Menu:
MESH_OT_mergeb73c7381cc
MESH_OT_remove_doubles22b2bab702
MESH_OT_rip9d0d7c375e
MESH_OT_rip_edge6539c1fc41
MESH_OT_splitfc8d903000
MESH_OT_separate5e915baec4
MESH_OT_mark_sharp0ac3d5f7db
MESH_OT_vertices_smoothd915aa57f8
MESH_OT_vertices_smooth_laplacian1f30232aa7
MESH_OT_blend_from_shape6ae09dfcad
OBJECT_OT_vertex_group_smooth3dee8b4a12
MESH_OT_shape_propagate_to_all3a43528274
Edge Menu:
MESH_OT_edge_face_addde2d642c84
MESH_OT_subdivide(initial patch)MESH_OT_subdivide_edgering853e55b043
MESH_OT_unsubdividee245f7c09c
TRANSFORM_OT_edge_crease(initial patch)MESH_OT_mark_seam61f0608b4a
MESH_OT_mark_sharp0ac3d5f7db
MESH_OT_edge_rotate66ffbf9b7d
MESH_OT_edge_split207b549d40
MESH_OT_bridge_edge_loopseb2226dde2
TRANSFORM_OT_edge_slide(wrapper to other operator, working)MESH_OT_loop_multi_selectdf49155cfb
MESH_OT_loop_to_region8b41999ea0
MESH_OT_region_to_loop56d65719b3
Face Menu:
MESH_OT_flip_normals4704f2687a
MESH_OT_edge_face_addde2d642c84
MESH_OT_fillb726ff4fc4
MESH_OT_beautify_fille42b8c32ab
MESH_OT_inset570455fb83
MESH_OT_beveld9e04cb594
MESH_OT_solidifyf309c34cfe
MESH_OT_intersectdffd37877d
MESH_OT_intersect_boolean46aec45b2a
MESH_OT_wireframea0a78f6da4
MESH_OT_poke3a9669bfff
MESH_OT_quads_convert_to_tris(initial patchbfc9d426bb
MESH_OT_tris_convert_to_quads(initial patchbfc9d426bb
MESH_OT_face_split_by_edgesb6a822d726
MESH_OT_faces_shade_smoothe4c4e8566f
MESH_OT_faces_shade_flat9fc0c0c3de
MESH_OT_uvs_reverse63951bc987
MESH_OT_uvs_rotatefaaffc4011
MESH_OT_colors_rotate42c5c20e54
MESH_OT_colors_reverse753be0a2a5
Mesh Toolbar: (should be added to menu)
MESH_OT_loopcute87dd9aa00
MESH_OT_convex_hulle1cee0ac71
MESH_OT_delete(initial patchbfc9d426bb
)MESH_OT_delete_edgeloop49be803ad6
MESH_OT_dissolve_edges7f5c469716
MESH_OT_dissolve_faces848d9cda0e
MESH_OT_dissolve_mode(wrapper of vert/edge/face dissolve)MESH_OT_dissolve_verts5f59a8bb11
MESH_OT_drop_named_imageb4d23818c8
MESH_OT_dupli_extrude_cursor68a719f1ea
MESH_OT_duplicate1ade071052
MESH_OT_edge_collapse2349b9777a
MESH_OT_edgering_select7fa77cd31d
MESH_OT_edges_select_sharpdd93c80747
MESH_OT_extrude_region1d7bdbd273
MESH_OT_extrude_repeat9a125ca5fe
MESH_OT_faces_select_linked_flat1bb9ccf887
MESH_OT_fill_grid1cbe3b6e03
MESH_OT_hide5d8937e8ba
MESH_OT_loop_select7fa77cd31d
MESH_OT_normals_make_consistent266638d783
MESH_OT_offset_edge_loopsefd843b51c
MESH_OT_revealf4c1685a16
MESH_OT_screwbadd88ca02
MESH_OT_select_all(initial patchbfc9d426bb
)MESH_OT_select_axisc899f21800
MESH_OT_select_face_by_sides90c9458b2f
MESH_OT_select_interior_facese161c51e7f
MESH_OT_select_lessb6a7fa1880
MESH_OT_select_linked(initial commit)bfc9d426bb
MESH_OT_select_linked_pick(initial commit)bfc9d426bb
MESH_OT_select_looseeacb2eb423
MESH_OT_select_mirror3ebe389605
MESH_OT_select_mode(initial patchbfc9d426bb
)MESH_OT_select_more2309131b4d
MESH_OT_select_non_manifold4da2aec2bb
MESH_OT_select_nth63c2397171
MESH_OT_select_random847f028b71
MESH_OT_select_similar75b2091d42
MESH_OT_select_ungrouped1d8e6c5cd0
MESH_OT_shortest_path_pickc32cc3e43e
MESH_OT_shortest_path_select5a431be629
MESH_OT_spinab8dded330
MESH_OT_vert_connect944054fbb6
MESH_OT_vert_connect_pathfc7316fb54
Added subscriber: @ideasman42
Added subscriber: @IanIchungwaKaranja
Added subscriber: @plasmasolutions
Added subscriber: @LeeAnderson
I believe MESH_OT_extrude_edges_moveand MESH_OT_extrude_vertices_moveare complete since they use MESH_OT_extrude_faces_indivand MESH_OT_extrude_verts_indiv.
@ideasman42 I'd like to help contribute completing this task. I currently don't have commit rights, how do I proceed with submitting my code changes for review?
@LeeAnderson Hi Lee, great that you'd like to help! Send in patches but start from the bottom of the list as I'm currently processing all items starting from the top and don't want us to have duplicated efforts on the same item..
From now on, I'll just add an "(in process)" to the item when I'm on it, so others can see which ones are worked on.
Best regards, Thomas
Thanks @plasmasolutions , I've created a patch and added you as the reviewer. Please let me know if I did everything right. Once it's approved I'll move forward with more changes.
Added subscriber: @dfelinto
@ideasman42 I'm working on some tools that also work in object mode. I think there's a bug with BKE_view_layer_array_from_objects_in_edit_mode_unique_data, as I'm assuming it should only return objects that are in edit mode. Currently, it's always returning objects whether they're in edit mode or not. Wondering if someone can check it out to see if I'm correct or not.
@LeeAnderson could you give some example of how to redo this issue?
@ideasman42 Previously, snap_sel_to_grid_exec relied on *Object obedit = CTX_data_edit_object(C); being NULL in order to use *CTX_DATA_BEGIN(C, Object , ob, selected_editable_objects) instead to update multi-objects in object mode.
After updating to use Object objects = BKE_view_layer_array_from_objects_in_edit_mode_unique_data(view_layer, &objects_len);, which works great in edit mode, I can't rely on the null check since objects won't be null when you have objects selected in object mode.
My question would be what should I expect being returned from BKE_view_layer_array_from_objects_in_edit_mode_unique_data(view_layer, &objects_len); if I have objects selected in object mode. If it's working as designed then I just need to come up with a different way to detect if I'm in edit mode, instead of using the null check.
Added subscriber: @DavidMorcillo
Added subscriber: @brezdo
Added subscriber: @ckerr
Removed subscriber: @brezdo
Added subscriber: @brezdo
Removed subscriber: @brezdo
Added subscriber: @filedescriptor
Added subscriber: @blendcode
Hi,
Just tried for one operator - Face - solidify :
Attached patch{F3301511}
Can you please tell me what command to send for review or procedure to send ?
Also on the access rights, can you grant ?
$ git commit -m "Multi edit Face solidify"
[blender2.8 9f2fa1f292f] Multi edit Face solidify
1 file changed, 32 insertions(+), 22 deletions(-)
$ git push origin
fatal: unable to access 'https://git.blender.org/blender.git/': The requested URL returned error: 403
I tried this :
$ git remote set-url origin ssh://blendcode@git.blender.org/blender.git
$ git push origin
The authenticity of host 'git.blender.org (82.94.226.105)' can't be established.
RSA key fingerprint is SHA256:QFy08hSA8m4z2bLFoQwfxYR4Pd8iJ0zWtd/tzxFyKCQ.
Are you sure you want to continue connecting (yes/no)? yes
Warning: Permanently added 'git.blender.org,82.94.226.105' (RSA) to the list of known hosts.
Permission denied (publickey).git-diff-face-solidfy.txt
git-diff-face-solidfy.txt
fatal: Could not read from remote repository.
Please make sure you have the correct access rights
and the repository exists.
@Harsha (blendcode)
You can submit a new patch for review here: https:*developer.blender.org/differential/diff/create/
Getting commit rights is not so easy, see https:*wiki.blender.org/index.php/Dev:Doc/Process/Commit_Rights for more Info :)
@blendcode actually the best way to submit the patch is using arc:
arc diff origin/blender2.8
and mentioning this task in the patch description.https://wiki.blender.org/index.php/Dev:Doc/Tools/Code_Review#Use_Arcanist
Added subscriber: @DotBow
@dfelinto Hi! I uploaded my first diff and the only thing I can't understand is how to know that no one works on the current task?
@DotBow , @dfelinto, I agree that we need a way to track "in progress" patches so that work is not duplicated.
@dfelinto I found out that TRANSFORM_OT_edge_slide is already working without any patching.
Also, how we should solve workflow design for tools like MESH_OT_bridge_edge_loops?
It seems like this operation should join objects, but I don't no how solve that task with my current knowledge(
Added subscriber: @semaphore
@Fulk33 Thanks! I submitted using https:*developer.blender.org/differential/diff/create/ at https:*developer.blender.org/D3238 yesterday. Seems like its done yesterday already for face - solidify
@dfelinto Thanks! , Tried for one operator in pose tools - POSE_OT_select_parent , submitted using arc. Please check - https://developer.blender.org/D3283
Dalai, Doubts I have for my curiosity :
Added subscriber: @codekhor
Removed subscriber: @IanIchungwaKaranja
@dfelinto
This operators already working:
MESH_OT_quads_convert_to_tris
MESH_OT_tris_convert_to_quads
Added subscriber: @Leon95
Some Snap operations have no relation to any objects. so no need to update: VIEW3D_OT_snap_cursor_to_selected, VIEW3D_OT_snap_cursor_to_center, VIEW3D_OT_snap_cursor_to_grid and VIEW3D_OT_snap_cursor_to_active are complete.
VIEW3D_OT_snap_cursor_to_selected: the only problem is that the manipulator (or calculated center) of the selection is only calculated with parts of the active object.
Rotate vertex colors inside faces (MESH_OT_colors_rotate) has already been committed to 2.8.
MESH_OT_colors_reverse has not.
This "active object problem" also in MESH_OT_loop_select, when you select with ALT+RMB.
Any ideas how it can be solved?
Added subscriber: @eoinoneill
Added subscriber: @michaellackner
Hi Everyone! I've put a MESH_OT_fill patch in for code review. D3332
I've submitted a patch for MESH_OT_bridge_edge_loops. D3338
MESH_OT_quads_convert_to_tris and MESH_OT_tris_convert_to_quads appear to be already implemented in the blender2.8 branch. Someone should cross them out.
I've done a patch for MESH_OT_select_mirror on D3323
Added subscriber: @philippe-bachour
Added subscriber: @ishbosamiya
I have added MESH_OT_shortest_path_select D3351 for code review.
Removed subscriber: @ishbosamiya
I don't know if this has been mentioned yet, but the Knife Project tool requires you to select two objects and then enter Edit mode on one of them. This is not possible with multi-object-mode, because you will always enter edit mode on both objects. One possible way of fixing this would be to simply require the user to 'pick' the object they want to project from (e.g. using the eyedropper feature).
Removed subscriber: @Leon95
Is MESH_OT_edge_face_add under "Face Menu" a duplicate of MESH_OT_edge_face_add under the "Edge Menu" ?
Added subscriber: @CodeManX
Submitted a patch for MESH_OT_sort_elements: https://developer.blender.org/D3379
Open question: Can the selected BMEditMeshes have different selectmodes? The current assumption is, that the selectmode is the same for all selected meshes in editmode.
If they can in fact be different, why? Isn't the mode something global in 2.8?
MESH_OT_extrude_region has already committed.
Any updates on my pending updated diff @ D3338 for MESH_OT_bridge_edge_loops?
Added subscriber: @heavypoly
Added subscriber: @evanvlane
Added subscriber: @zazizizou
I was hoping to discuss this further with "D3456".
Removed subscriber: @michaellackner
@dfelinto MESH_OT_bridge_edge_loops committed but it is not working at all ?
Added subscriber: @WilliamReynish
Oleg are those two different objects? If so I don't think it will work. You also cannot create edges or faces between different objects.
We could have a better error message here though.
Yes, this is different objects (Multi-Object-Mode edit). I thought it should automatically join those objects together when use MESH_OT_bridge_edge_loops... Then maybe this tool simply should not be available when selecting components from two different objects?
You might want to bridge faces on several objects at a time. This works now.
Blender does not automatically join meshes if you try and do these kinds of operations. While it could be useful, it's also dangerous. You could accidentally completely screw up your scene or rig if we did this.
We should display better error messages if you try this, though, or present a popup that asks the user if they would like to join them.
Well, it's tricky to make a proper behavior on this. But user still expect 'auto join' in my opinion.
Thanx for explanation by the way!
Please don't use this task as a place for bug reports. In the future open a new report. Although this is not a crash, it is a feature considered done and then a valid bug (if the reporter went through the trouble of checking if the operator is marked as done). That said, William's explanation is point on, and the tool is behaving as designed.
Removed subscriber: @semaphore