I want to box and/or lasso select faces that are completely within the box/lasso region instead of the default behaviour (all touching faces). Is there a way to achieve this in Blender? Can this be combined with a hotkey so that I could use both behaviours as necessary?
RickyBlender, that’s only true if the face center dots are visible. I’ve always been confused why sometimes the center dots shows, but more often don’t when I’m modeling.
I nearly always work with “Limit selection to visible” turned on. If it is turned off, or the viewport mode is set to wireframe then the centers shows, otherwise they don’t. Though on occasion the centers have shown at other times and it confused me. I’m on 2.77a and I don’t know if I might be holding some legacy memory from earlier versions. But if the centers are off, then any selection method just needs to touch the edge of the face to select it.
Is it possible to select edges/polygons only if they fully fall inside the selection borders of Border Select or Lasso Select? In 3ds Max you can do that by turning on “Auto Window/Crossing by Direction”. By default in Blender even if a tiny bit of the edge/polygon is in the selection borders, they get selected.
This same question is only 4 questions down the list. JA12 had the best solution in my eyes. Select in vertex mode then switch to edge or face mode and you should only get the edges/faces that were fully within your selection.
Thanks but this doesn’t really solve my problem. This requires a lot more steps for a simple thing that should work right off the bat without workarounds. So is there not a simple and straightforward way to do it? In Max, you just start your selection from right to left and then if the elements are not fully inside, they don’t get selected. If you start selection from right to left, then every element which even slightly touches the selection boundaries get selected.
Yup, checker/option for tolerant selection (only select if all parts are in selected area) would be a huge benefit.
There’s a feature request board for Blender: https://rightclickselect.com/
Not registered there, not even observing, so i don’t know how much influence it has on development or if here mentioned topic has been considered yet.
I used to work phones, doing technical support for AutoCAD. That’s where it started. I know it’s a great feature. Blender doesn’t have that feature. I gave you a work around. I’m sorry.
EDIT: No I misspoke. I’m not sorry. You start your question with “Is it possible…” I showed you that it is possible. You reply “Thanks but this doesn’t really solve my problem.” Nothings going to solve your problem! The question has been asked and re-asked and asked again. This forum also has a wonderful feature called “search” The same question was only 4 away in the topic list. Your problem can’t be solved! It’s one to many clicks for you. We all know how MAX(AutoCAD) works, yet you’ll type out the explanation again just to show how putout you are by an extra click in the program. As burnin said there is a feature request process. No one here can fix your problem.
It wasn’t the question that ticked me off, it was your response to the answer. There is a lot of room for improvement in Blender, but as I see it, there is no other free program that is as solid, feature rich, and growing like Blender. I don’t know why crossing/window selection isn’t in Blender, but I’m not going to pretend that Blender doesn’t let me model the way I want to. If it was a simple feature to add, I’m sure it would have already been implemented.
From the users perspective it seems simple, but that doesn’t take into account what’s already happening under the hood, and how it effects the rest of the program. One of the design goals of Blender is to attempt to maintain consistency throughout the program. How is adding this feature to mesh editing, going to effect curve editing, UV editing, object mode or the node editor, etc. From the development perspective Blender is an entire system, not just a mesh editor, and they’re not likely to break with that approach just to be more like program X.
Pain… fully…
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… for knowing who others don’t…
… for knowing why others don’t… … [I]for knowing how others don’t…
[I]… for knowing what others don’t… … for knowing when others don’t…
… admitted - is the cycle of linearly spread multithreaded repetition[/I][/I].
Am whom, I believe is God. As such a child of You. In with all children of ours![/I]
Hey guys, I thought this would be a nice occasion to write my first add-on:
Basically it automatizes the vertex selection trick while keeping any existing selections. It works for faces as well as for edges. The basis code for the border selection is taken from an example by Chebhou.
I just started playing with bpy and I don’t really know python, so there might be some nonesense in there. But it seems to work here. Any feedback is appreciated!
I’ll post this in the other thread as well. Thanks!
Hey guys, I thought this would be a nice occasion to write my first add-on:
Basically it automatizes the vertex selection trick while keeping any existing selections. It works for faces as well as for edges. The basis code for the border selection is taken from an example by Chebhou.
I just started playing with bpy and I don’t really know python, so there might be some nonesense in there. But it seems to work here. Any feedback is appreciated!
I posted this in another thread with the same topic as well. Thanks!
@RickyBlender, I found the face centers thing. N-Panel->Shading->Textured Solid, turn it on and the face centers go away. My default file has it turned on, and in most cases it never gets shut off.
EDIT: Still it seems that boundary select only needs to touch the face edge when limit select to visible is turned on.
What is selected using both these tools is affected by the Limit Selection to visible feature (available under the 3D View) in Solid Viewport Shading Mode.
For example,
in solid shading mode and face selection mode, all faces within the selection area will be selected;
while in the wireframe shading mode and face selection mode, only faces whose handle are within the selection area will be selected.
I think “handle” is the face center dot.
So another built-in workaround that doesn’t need an add-on would be to temporary isolate the area of interest with Alt-b, switch to wireframe mode for the selection and then back to solid/press Alt-b again to clear the isolation.
For the add-on I have an idea how to add deselection as well, I will try to implement it when I have time later this week.