Seperate crashes with Zero Faces. #66657

Closed
opened 2019-07-10 11:45:53 +02:00 by Edwin van het Bolscher · 10 comments

{F7581766}System Information
Operating system: Windows
Graphics card: Nvidia

Blender Version
Broken: 2.80, 3b4054cb58

Separate in Edit Mode will crash when mesh has faces with zero area. It happens in a mesh that has been imported. Fixed the mesh with Print3D tools, checked the mesh with it and removed the Zero Faces.

Exact steps for others to reproduce the error
Based on the default startup or an attached .blend file (as simple as possible).

{[F7581766](https://archive.blender.org/developer/F7581766/bug2.blend)}**System Information** Operating system: Windows Graphics card: Nvidia **Blender Version** Broken: 2.80, 3b4054cb586f Separate in Edit Mode will crash when mesh has faces with zero area. It happens in a mesh that has been imported. Fixed the mesh with Print3D tools, checked the mesh with it and removed the Zero Faces. **Exact steps for others to reproduce the error** Based on the default startup or an attached .blend file (as simple as possible).

Added subscriber: @real_3ddy

Added subscriber: @real_3ddy
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Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
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Cannot reproduce here (tried with default suzanne, scaled two faces to zero, P > Selection, no crash.. -- and yes, these two faces were reported by the Print3D toolbox as well...).

Mind sharing the .blend with the offending geometry?

Cannot reproduce here (tried with default suzanne, scaled two faces to zero, `P` > `Selection`, no crash.. -- and yes, these two faces were reported by the Print3D toolbox as well...). Mind sharing the .blend with the offending geometry?

I've uploaded a file. Just select the faces (left half of the object) and hit P. It crashed.

The mesh in its original form is a building. But because of the work created a deformed mesh to make it unrecognizable. Still the bug is there.

I've uploaded a file. Just select the faces (left half of the object) and hit P. It crashed. The mesh in its original form is a building. But because of the work created a deformed mesh to make it unrecognizable. Still the bug is there.
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This might not be the face area alone, I'm already getting assert when opening that file (with the deforming modifiers) or entering editmode (without the modifiers):

BMESH_ASSERT failed: /blender/source/blender/bmesh/intern/bmesh_core.c, bmesh_elem_check(), 735 at 'err == 0'

where err is
(IS_FACE_LOOP_VERT_NOT_IN_EDGE | IS_FACE_LOOP_WRONG_RADIAL_LENGTH | IS_FACE_LOOP_DUPE_VERT | IS_FACE_LOOP_DUPE_EDGE) (53477376)

so the mesh seems to be corrupt to begin with. Before digging deeper:

  • May I ask how this mesh was imported?
  • If this happened with a importer maintained by blender: does it happen right after importing as well? (or do other operations in blender lead to the crashing behaviour)?
This might not be the face area alone, I'm already getting assert when opening that file (with the deforming modifiers) or entering editmode (without the modifiers): `BMESH_ASSERT failed: /blender/source/blender/bmesh/intern/bmesh_core.c, bmesh_elem_check(), 735 at 'err == 0'` where `err` is `(IS_FACE_LOOP_VERT_NOT_IN_EDGE | IS_FACE_LOOP_WRONG_RADIAL_LENGTH | IS_FACE_LOOP_DUPE_VERT | IS_FACE_LOOP_DUPE_EDGE) (53477376)` so the mesh seems to be corrupt to begin with. Before digging deeper: - May I ask how this mesh was imported? - If this happened with a importer maintained by blender: does it happen right after importing as well? (or do other operations in blender lead to the crashing behaviour)?

It's imported with arma, so not maintained by Blender. I use it for importing objects into Blender from our software.

Maybe it is possible that Blender is not Crashing but instead give you a message that the mesh is corrupt.

It's imported with arma, so not maintained by Blender. I use it for importing objects into Blender from our software. Maybe it is possible that Blender is not Crashing but instead give you a message that the mesh is corrupt.
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Added subscriber: @mont29

Added subscriber: @mont29
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@mont29: I think we are not doing this all over the place for performance reasons, right?

As a "workaround" you could ensure valid geometry after the import by running validate on your meshes
https://docs.blender.org/api/master/bpy.types.Mesh.html?#bpy.types.Mesh.validate

So in your case, this line fixes it:
bpy.data.meshes['0.002'].validate()

In fact, most importers do this (validate), so it might be good to report this to the Arma-Toolbox author(s)?
I downloaded Arma-Toolbox and had a quick look, but apart from a (commented out) .validate, it is not used anywhere...

@mont29: I think we are not doing this all over the place for performance reasons, right? As a "workaround" you could ensure valid geometry after the import by running `validate` on your meshes https://docs.blender.org/api/master/bpy.types.Mesh.html?#bpy.types.Mesh.validate So in your case, this line fixes it: `bpy.data.meshes['0.002'].validate()` In fact, most importers do this (validate), so it might be good to report this to the Arma-Toolbox author(s)? I downloaded Arma-Toolbox and had a quick look, but apart from a (commented out) .validate, it is not used anywhere...

Awesome! Thx for checking this out! You or I can close this bug report then I think.

Awesome! Thx for checking this out! You or I can close this bug report then I think.

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender#66657
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