Multi-Object-Mode: EditMesh Tools #54643

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opened 2018-04-16 12:56:38 +02:00 by Campbell Barton · 66 comments

Note, while these follow menus, duplicates have been removed.

Remaining

  • MESH_OT_select_similar_region (D3672)
  • MESH_OT_knife_project (leave aside for now, too complex - see D3637)
  • MESH_OT_knife_tool (leave aside for now, too complex - see D3637)

Mesh Menu:

Snap Menu:

  • VIEW3D_OT_snap_selected_to_grid 016ba0f38b
  • VIEW3D_OT_snap_selected_to_cursor ec3357e03a
  • VIEW3D_OT_snap_selected_to_active ec3357e03a
  • VIEW3D_OT_snap_cursor_to_selected ec3357e03a
  • 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:

Edge Menu:

Face Menu:

Mesh Toolbar: (should be added to menu)

Note, while these follow menus, duplicates have been removed. ## Remaining - MESH_OT_select_similar_region ([D3672](https://archive.blender.org/developer/D3672)) - MESH_OT_knife_project (leave aside for now, too complex - see [D3637](https://archive.blender.org/developer/D3637)) - MESH_OT_knife_tool (leave aside for now, too complex - see [D3637](https://archive.blender.org/developer/D3637)) ## Mesh Menu: - ~~MESH_OT_duplicate_move~~ 1ade071052 - ~~MESH_OT_extrude_edges_indiv~~ d8f70a26fd - ~~MESH_OT_extrude_faces_indiv~~ 07774d4860 - ~~MESH_OT_extrude_verts_indiv~~ 7c415e6fd7 - ~~MESH_OT_extrude_edges_move~~ 1d7bdbd273 - ~~MESH_OT_extrude_vertices_move~~ 1d7bdbd273 - ~~MESH_OT_delete_loose~~ bfc9d426bb - ~~MESH_OT_decimate~~ 5b45d32f3a - ~~MESH_OT_dissolve_degenerate~~ (initial comsmit) bfc9d426bb - ~~MESH_OT_dissolve_limited~~ 09e14cb5bc - ~~MESH_OT_face_make_planar~~ 0e5a4f927a - ~~MESH_OT_vert_connect_nonplanar~~ b942106c73 - ~~MESH_OT_vert_connect_concave~~4043e4b820 - ~~MESH_OT_fill_holes~~ 69b95b45f4 - ~~MESH_OT_symmetrize~~ 03a916e5b5 - ~~MESH_OT_symmetry_snap~~ 7f9768cb80 - ~~MESH_OT_bisect~~ f9eb2f29fe - ~~MESH_OT_sort_elements~~ ffb424c85f ## Snap Menu: - ~~VIEW3D_OT_snap_selected_to_grid~~ 016ba0f38b - ~~VIEW3D_OT_snap_selected_to_cursor~~ ec3357e03a - ~~VIEW3D_OT_snap_selected_to_active~~ ec3357e03a - ~~VIEW3D_OT_snap_cursor_to_selected~~ ec3357e03a - ~~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_merge~~ b73c7381cc - ~~MESH_OT_remove_doubles~~ 22b2bab702 - ~~MESH_OT_rip~~ 9d0d7c375e - ~~MESH_OT_rip_edge~~ 6539c1fc41 - ~~MESH_OT_split~~ fc8d903000 - ~~MESH_OT_separate~~ 5e915baec4 - ~~MESH_OT_mark_sharp~~ 0ac3d5f7db - ~~MESH_OT_vertices_smooth~~ d915aa57f8 - ~~MESH_OT_vertices_smooth_laplacian~~ 1f30232aa7 - ~~MESH_OT_blend_from_shape~~ 6ae09dfcad - ~~OBJECT_OT_vertex_group_smooth~~ 3dee8b4a12 - ~~MESH_OT_shape_propagate_to_all~~ 3a43528274 ## Edge Menu: - ~~MESH_OT_edge_face_add~~ de2d642c84 - ~~MESH_OT_subdivide~~ (initial patch) - ~~MESH_OT_subdivide_edgering~~ 853e55b043 - ~~MESH_OT_unsubdivide~~ e245f7c09c - ~~TRANSFORM_OT_edge_crease~~ (initial patch) - ~~MESH_OT_mark_seam~~ 61f0608b4a - ~~MESH_OT_mark_sharp~~ 0ac3d5f7db - ~~MESH_OT_edge_rotate~~ 66ffbf9b7d - ~~MESH_OT_edge_split~~ 207b549d40 - ~~MESH_OT_bridge_edge_loops~~ eb2226dde2 - ~~TRANSFORM_OT_edge_slide~~ (wrapper to other operator, working) - ~~MESH_OT_loop_multi_select~~ df49155cfb - ~~MESH_OT_loop_to_region~~ 8b41999ea0 - ~~MESH_OT_region_to_loop~~ 56d65719b3 ## Face Menu: - ~~MESH_OT_flip_normals~~ 4704f2687a - ~~MESH_OT_edge_face_add~~ de2d642c84 - ~~MESH_OT_fill~~ b726ff4fc4 - ~~MESH_OT_beautify_fill~~ e42b8c32ab - ~~MESH_OT_inset~~ 570455fb83 - ~~MESH_OT_bevel~~ d9e04cb594 - ~~MESH_OT_solidify~~ f309c34cfe - ~~MESH_OT_intersect~~ dffd37877d - ~~MESH_OT_intersect_boolean~~ 46aec45b2a - ~~MESH_OT_wireframe~~ a0a78f6da4 - ~~MESH_OT_poke~~ 3a9669bfff - ~~MESH_OT_quads_convert_to_tris~~ (initial patch bfc9d426bb - ~~MESH_OT_tris_convert_to_quads~~ (initial patch bfc9d426bb - ~~MESH_OT_face_split_by_edges~~ b6a822d726 - ~~MESH_OT_faces_shade_smooth~~ e4c4e8566f - ~~MESH_OT_faces_shade_flat~~ 9fc0c0c3de - ~~MESH_OT_uvs_reverse~~ 63951bc987 - ~~MESH_OT_uvs_rotate~~ faaffc4011 - ~~MESH_OT_colors_rotate~~ 42c5c20e54 - ~~MESH_OT_colors_reverse~~ 753be0a2a5 ## Mesh Toolbar: (should be added to menu) - ~~MESH_OT_loopcut~~ e87dd9aa00 - ~~MESH_OT_convex_hull~~ e1cee0ac71 - ~~MESH_OT_delete~~ (initial patch bfc9d426bb) - ~~MESH_OT_delete_edgeloop~~ 49be803ad6 - ~~MESH_OT_dissolve_edges~~ 7f5c469716 - ~~MESH_OT_dissolve_faces~~ 848d9cda0e - ~~MESH_OT_dissolve_mode~~ (wrapper of vert/edge/face dissolve) - ~~MESH_OT_dissolve_verts~~ 5f59a8bb11 - ~~MESH_OT_drop_named_image~~ b4d23818c8 - ~~MESH_OT_dupli_extrude_cursor~~ 68a719f1ea - ~~MESH_OT_duplicate~~ 1ade071052 - ~~MESH_OT_edge_collapse~~ 2349b9777a - ~~MESH_OT_edgering_select~~ 7fa77cd31d - ~~MESH_OT_edges_select_sharp~~ dd93c80747 - ~~MESH_OT_extrude_region~~ 1d7bdbd273 - ~~MESH_OT_extrude_repeat~~ 9a125ca5fe - ~~MESH_OT_faces_select_linked_flat~~ 1bb9ccf887 - ~~MESH_OT_fill_grid~~ 1cbe3b6e03 - ~~MESH_OT_hide~~ 5d8937e8ba - ~~MESH_OT_loop_select~~ 7fa77cd31d - ~~MESH_OT_normals_make_consistent~~ 266638d783 - ~~MESH_OT_offset_edge_loops~~ efd843b51c - ~~MESH_OT_reveal~~ f4c1685a16 - ~~MESH_OT_screw~~ badd88ca02 - ~~MESH_OT_select_all~~ (initial patch bfc9d426bb) - ~~MESH_OT_select_axis~~ c899f21800 - ~~MESH_OT_select_face_by_sides~~ 90c9458b2f - ~~MESH_OT_select_interior_faces~~ e161c51e7f - ~~MESH_OT_select_less~~ b6a7fa1880 - ~~MESH_OT_select_linked~~ (initial commit) bfc9d426bb - ~~MESH_OT_select_linked_pick~~ (initial commit) bfc9d426bb - ~~MESH_OT_select_loose~~ eacb2eb423 - ~~MESH_OT_select_mirror~~ 3ebe389605 - ~~MESH_OT_select_mode~~ (initial patch bfc9d426bb) - ~~MESH_OT_select_more~~ 2309131b4d - ~~MESH_OT_select_non_manifold~~ 4da2aec2bb - ~~MESH_OT_select_nth~~ 63c2397171 - ~~MESH_OT_select_random~~ 847f028b71 - ~~MESH_OT_select_similar~~ 75b2091d42 - ~~MESH_OT_select_ungrouped~~ 1d8e6c5cd0 - ~~MESH_OT_shortest_path_pick~~ c32cc3e43e - ~~MESH_OT_shortest_path_select~~ 5a431be629 - ~~MESH_OT_spin~~ ab8dded330 - ~~MESH_OT_vert_connect~~ 944054fbb6 - ~~MESH_OT_vert_connect_path~~ fc7316fb54
Campbell Barton self-assigned this 2018-04-16 12:56:38 +02:00
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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.

I believe **MESH_OT_extrude_edges_move**and **MESH_OT_extrude_vertices_move**are complete since they use **MESH_OT_extrude_faces_indiv**and **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?

@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?
Member

@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

@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.

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

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@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.

@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.
Author
Owner

@LeeAnderson could you give some example of how to redo this issue?

@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.

@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.

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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.

Hi, Just tried for one operator - Face - solidify : Attached patch{[F3301511](https://archive.blender.org/developer/F3301511/git-diff-face-solidfy.txt)} 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](https://archive.blender.org/developer/F3301503/git-diff-face-solidfy.txt) [git-diff-face-solidfy.txt](https://archive.blender.org/developer/F3301505/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.
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@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 :)

@Harsha (blendcode) You can submit a new patch for review here: [https:*developer.blender.org/differential/diff/create/](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 ](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

@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

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@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?

@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.

@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(

@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(

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@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 :

  1. which file/function name is called, when we select something from mouse in 3dview and captures it as mesh or camera,etc ?
  2. can we know the vertex group name, just by select some part of object in object mode using code ?
@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 : 1. which file/function name is called, when we select something from mouse in 3dview and captures it as mesh or camera,etc ? 2. can we know the vertex group name, just by select some part of object in object mode using code ?

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@dfelinto
This operators already working:
MESH_OT_quads_convert_to_tris
MESH_OT_tris_convert_to_quads

@dfelinto This operators already working: MESH_OT_quads_convert_to_tris MESH_OT_tris_convert_to_quads

Added subscriber: @Leon95

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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.

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.

Rotate vertex colors inside faces (MESH_OT_colors_rotate) has already been committed to 2.8. MESH_OT_colors_reverse has not.

In #54643#501480, @Leon95 wrote:
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.

This "active object problem" also in MESH_OT_loop_select, when you select with ALT+RMB.
Any ideas how it can be solved?

> In #54643#501480, @Leon95 wrote: > 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. This "active object problem" also in MESH_OT_loop_select, when you select with ALT+RMB. Any ideas how it can be solved?

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Hi Everyone! I've put a MESH_OT_fill patch in for code review. D3332

Hi Everyone! I've put a MESH_OT_fill patch in for code review. [D3332](https://archive.blender.org/developer/D3332)

I've submitted a patch for MESH_OT_bridge_edge_loops. D3338

I've submitted a patch for MESH_OT_bridge_edge_loops. [D3338](https://archive.blender.org/developer/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.

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

I've done a patch for MESH_OT_select_mirror on [D3323](https://archive.blender.org/developer/D3323)

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I have added MESH_OT_shortest_path_select D3351 for code review.

I have added MESH_OT_shortest_path_select [D3351](https://archive.blender.org/developer/D3351) for code review.
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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).

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).

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Is MESH_OT_edge_face_add under "Face Menu" a duplicate of MESH_OT_edge_face_add under the "Edge Menu" ?

Is MESH_OT_edge_face_add under "Face Menu" a duplicate of MESH_OT_edge_face_add under the "Edge Menu" ?
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Added subscriber: @CodeManX

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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?

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.

MESH_OT_extrude_region has already committed.

Any updates on my pending updated diff @ D3338 for MESH_OT_bridge_edge_loops?

Any updates on my pending updated diff @ [D3338](https://archive.blender.org/developer/D3338) for MESH_OT_bridge_edge_loops?

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In #54643#503068, @CodeManX wrote:
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?

I was hoping to discuss this further with "D3456".

> In #54643#503068, @CodeManX wrote: > 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? I was hoping to discuss this further with "[D3456](https://archive.blender.org/developer/D3456)".

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@dfelinto MESH_OT_bridge_edge_loops committed but it is not working at all ?
BridgeEdgeLoops.png

@dfelinto [MESH_OT_bridge_edge_loops ](https://developer.blender.org/rBeb2226dde28421700da64dfc3716e82fa09905f2) committed but it is not working at all ? ![BridgeEdgeLoops.png](https://archive.blender.org/developer/F4918750/BridgeEdgeLoops.png)

Added subscriber: @WilliamReynish

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.

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.

In #54643#539686, @WilliamReynish wrote:
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?

> In #54643#539686, @WilliamReynish wrote: > 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.

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!

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.

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

Removed subscriber: @semaphore
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Reference: blender/blender#54643
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