UV editor and 3d viewport selection sync per default #78393
Open
opened 2020-06-28 21:22:23 +02:00 by Daniel Bystedt
·
23 comments
No Branch/Tag Specified
main
blender-v3.6-release
tmp-usd-python-mtl
temp-sculpt-dyntopo
asset-browser-frontend-split
temp-sculpt-dyntopo-hive-alloc
node-group-operators
brush-assets-project
asset-shelf
blender-v2.93-release
blender-v3.3-release
universal-scene-description
temp-sculpt-attr-api
blender-v3.5-release
realtime-clock
sculpt-dev
gpencil-next
bevelv2
microfacet_hair
blender-projects-basics
principled-v2
v3.3.7
v2.93.18
v3.5.1
v3.3.6
v2.93.17
v3.5.0
v2.93.16
v3.3.5
v3.3.4
v2.93.15
v2.93.14
v3.3.3
v2.93.13
v2.93.12
v3.4.1
v3.3.2
v3.4.0
v3.3.1
v2.93.11
v3.3.0
v3.2.2
v2.93.10
v3.2.1
v3.2.0
v2.83.20
v2.93.9
v3.1.2
v3.1.1
v3.1.0
v2.83.19
v2.93.8
v3.0.1
v2.93.7
v3.0.0
v2.93.6
v2.93.5
v2.83.18
v2.93.4
v2.93.3
v2.83.17
v2.93.2
v2.93.1
v2.83.16
v2.93.0
v2.83.15
v2.83.14
v2.83.13
v2.92.0
v2.83.12
v2.91.2
v2.83.10
v2.91.0
v2.83.9
v2.83.8
v2.83.7
v2.90.1
v2.83.6.1
v2.83.6
v2.90.0
v2.83.5
v2.83.4
v2.83.3
v2.83.2
v2.83.1
v2.83
v2.82a
v2.82
v2.81a
v2.81
v2.80
v2.80-rc3
v2.80-rc2
v2.80-rc1
v2.79b
v2.79a
v2.79
v2.79-rc2
v2.79-rc1
v2.78c
v2.78b
v2.78a
v2.78
v2.78-rc2
v2.78-rc1
v2.77a
v2.77
v2.77-rc2
v2.77-rc1
v2.76b
v2.76a
v2.76
v2.76-rc3
v2.76-rc2
v2.76-rc1
v2.75a
v2.75
v2.75-rc2
v2.75-rc1
v2.74
v2.74-rc4
v2.74-rc3
v2.74-rc2
v2.74-rc1
v2.73a
v2.73
v2.73-rc1
v2.72b
2.72b
v2.72a
v2.72
v2.72-rc1
v2.71
v2.71-rc2
v2.71-rc1
v2.70a
v2.70
v2.70-rc2
v2.70-rc
v2.69
v2.68a
v2.68
v2.67b
v2.67a
v2.67
v2.66a
v2.66
v2.65a
v2.65
v2.64a
v2.64
v2.63a
v2.63
v2.61
v2.60a
v2.60
v2.59
v2.58a
v2.58
v2.57b
v2.57a
v2.57
v2.56a
v2.56
v2.55
v2.54
v2.53
v2.52
v2.51
v2.50
v2.49b
v2.49a
v2.49
v2.48a
v2.48
v2.47
v2.46
v2.45
v2.44
v2.43
v2.42a
v2.42
v2.41
v2.40
v2.37a
v2.37
v2.36
v2.35a
v2.35
v2.34
v2.33a
v2.33
v2.32
v2.31a
v2.31
v2.30
v2.28c
v2.28a
v2.28
v2.27
v2.26
v2.25
Labels
Clear labels
Issues relating to security: https://wiki.blender.org/wiki/Process/Vulnerability_Reports
Apply labels
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
Eevee & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest/Import
Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest: Wayland
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Issues relating to security: https://wiki.blender.org/wiki/Process/Vulnerability_Reports
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
Eevee & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
Eevee & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest/Import
Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest: Wayland
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
Eevee & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
Milestone
Set milestone
Clear milestone
No items
No Milestone
Projects
Set Project
Clear projects
No project
Assignees
Assign users
Clear assignees
No Assignees
10 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender#78393
Reference in New Issue
There is no content yet.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may exist for a short time before cleaning up, in most cases it CANNOT be undone. Continue?
It would be very beneficial to have corresponding mesh component selection between the UV editor and the 3D viewport. This would enable users to quickly identify which mesh components that they are working on. This design should not simply be implemented by setting "sync selection" as per default, since there are some drawbacks in the UV Editor with that mode such as
This issue is addressed here as well : https://blender.community/c/rightclickselect/BDcbbc/
Task updated 2022-09-10 due to comments from Campbell
Campbelll expressed concerns about overhead 3D-viewport selection having to be aware of UV connectivity+selection. If it helps we could make sure selection sync to is an option so that selecting elements of high res meshes does not become slow.
Added notes based on comments from Campbell (see comment May 4 2022,)
Added subscriber: @DanielBystedt
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @APEC
Added subscriber: @Bobo_The_Imp
Added subscriber: @no4me
Added subscriber: @kioku
Added subscriber: @Harti
Yes please. =)
Added subscriber: @Gideon-Klindt
Please add this. It is how it works in XSI, LW, MODO etc. I can see edge cases for what is currently in Blender being useful, but I would really appreciate having the option to work with always seeing all my UV islands for an object(s) and selecting in the 3D viewport.
It does not happen just at will.
First it need to prepare Blender to perform this task. But at the moment it's not ready.
Added subscriber: @ideasman42
This seems like a worthwhile improvement from the user perspective, however there are quite a few open topics that would need to be solved before it could be implemented.
Currently sync-selection uses the mesh selection for UV editing, with the hard-limitation that it's not possible to select 1 side of a UV island when it's vertex is shared with another.
This proposal doesn't cover the details of how this would work.
For e.g. the given example where selecting a vertex on the seam would only select 1 UV vertex (and it's connected UV's) in the UV editor means 3D selection tools would need to be selecting UV's as well, since this change can't be flushed from the vertex to the UV's without having access to the face-corner closes to the cursor when selecting.
If selecting in the 3D view is also selecting in the UV view, this is quite different to the current selection syncing, it's closer to maintaining two kinds of selection at once which is quite a big change and could impact quite a few tools as it means selection would have to be stored in both UV's and verts/edge/faces, then flushed in both directions. De-selecting a UV may de-select it's vertex (or not) based on the selection state of other UV's used by that vertex.
So from what I can tell this proposal would require the following changes:
Show all visible geometry in the UV window.
Selection actions in the UV editor would flush changes to the 3D-view. (where any selected UV would cause it's vertex to be selected).
De-selection actions in the 3D-view would flush changes to the UV-editor (where any fully de-selected vertex would have all it's UV's de-selected).
Selection actions in the 3D-view would either...
Open questions:
How to handle UV selection when switching UV layers (assume selection would be copied from the previous UV layer so as to avoid loss of syncing).
Does this additional logic for UV selection always need to be applied?
What operations would be expected to pick-UV's?
NOTE: it's probably worth considering if syncing selection (as we have now) could be pushed further to avoid it's current limitations, which I'd rather discuss outside this task.
Added subscriber: @zanqdo
Completely agreed on the the reasoning.
This thread by me on rightclickselect proposes separating the syncing functionality from the auto-hiding. They should be completely different things.
The proposal goes like this:
1- Sync selection (On by default?)
This has been well discussed already
2- Sync visibility (On by default)
If you hide (H) a part of the mesh in the viewport it is also hidden in the UV editor and vice versa
3- Show only selected (Off by default)
Replicates the specific behavior of only showing the UVs corresponding to the visible parts of the mesh. This is the current default in Blender and it is confusing and unexpected!
https://blender.community/c/rightclickselect/Bhhbbc/
Hi Campbell! I tried to answer your questions as best as I could. Let me know if something is unclear.
@DanielBystedt thanks for clarification, what you have suggested is not complicating selection as much as I thought it might.
3D-viewport selection having to be aware of UV connectivity+selection adds quite some overhead as it means selecting any elements needs to do a second pass that flushes to UV's. Having said this, I suspect some users may still ask for the feature to be supported, if it's not a requirement for the featured to be useful then I'm not so fussed.
When implementing this there is still the issue that flushing selection must always run when selection changes either in the 3D view or UV editor. Maybe this is stating the obvious, just that selection can be changed in many places and there will be situations where the correct behavior isn't obvious & needs to be considered carefully.
Sculpt and weight paint mode for example can select vertices, in that case we would want to flush the selection from the geometry to the UV coordinates when entering edit-mode.
Also, as the option to sync selection isn't stored in the mesh, it's possible to select UV's with it disabled... enable sync-selection for another mesh, then re-enter edit-mode with sync selection enabled for the first.
So we will probably need to store a tag in the mesh (or UV layer), that marks sync-selection as being up to date. So toggling edit-mode for e.g. doesn't re-flush the selection from object mode, but changes to selection in sculpt mode (for e.g.) does.
Added subscriber: @1D_Inc
In general, I agree that both synced-unsynced modes can be unified into a single flawless mode with options, fixing sync mode selection drawbacks.
I would like to clarify this point:
The screenscot is a bit confusing for a proposal that assumes selection syncing.
Will hidden parts syncronized between 3D and UV in the way it is proposed for mesh selection?
also
This is an optional requirement, since double vertices selection display is a nice info for stitching.
It better be a dedicated option.
The goal of show only selected (unsync mode) behaviour is to provide the ability to view and edit UVs of a specific elements in complex meshes, that consists from several joined elements, especially in non-baking unwrapping workflows like tiles or trims workflows with lots of UV overlaps, widespread - for example - in archviz.
Example:

In unsync mode before selecting element in complex object UV is messy because of tiles/trims overlaps:
After selecting an element, its UV becomes available while the entire object is visible, which allows you to understand which element is being edited at the moment, and modify chunks of its UV:

Elements that have already been unwrapped can be hidden in mesh to avoid rechecking and prevent accidental editing, this way hiding mesh parts in unsync mode allow to mark elements as reviewed and finised.
Technically,
@ideasman42
I assumed that you wanted me to update the task description to include some of your comments so I did that. I also moved this task from design review pending to approved design tasks in the workboard. Let me know if you want me to take any other action or update the task description somehow.
Is it about both sync and unsync modes?