The big Blender Sculpt Mode thread (Part 1)

Read carefully, i’m talking about SCULPT MODE.

Oh I see, it’s disabled in the sculpting workspace overlays, but even when you turn it on it’s still not visible in sculpt mode. That’s something for Pablo or William to look at.

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When object origin is not set to world center (0,0,0), rotating around 3D Cursor is going crazy in sculpt mode, i’m going to write a bug report about it.

LTxrDei5ox

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Sounds like a bug in the transform tool. I’d suggest filing a bug report.

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reported :smiley:
https://developer.blender.org/T69804

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Here’s my first try at the new Pablo tools in 2.81. :slightly_smiling_face:

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I don’t think that is necessarily a bug (I agree that it is a problem, but let my clarify why it is not a bug).

The way the origin point works is that it is a ghost object of your object mesh. So if you move the origin from the geometric center of your model, Blender will think that the body parts are in a different area completely from where they are visible in the 3D Viewport.

For example, if you move the origin point above your model like in that gif, the program will think that the “ghost” arm is above where the arm is actually visible. If you move the origin away from the object’s true geometric origin you will experience these types of strange behaviours. However, this behaviour is consistent with how the origin actually works in Blender, so it is more of a design flaw than a bug.

it’s like saying: it doesn’t matter that this tool is useless when origin point is anywhere else the center. It should be exactly like that since that’s how blender works, so not a bug at all

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I downloaded the latest version of Blender with the Transform tools and I immediately found a(nother) bug involving the MultiRes modifier. If you use any of the gizmos while it is activated, Blender will crash 100% of the time. You can however avoid the crash by deactivating the modifier before using them, but it should only be a workaround until the devs fix it.

Just because something isn’t a bug doesn’t mean that it shouldn’t be fixed. A feature can work just as intended and still be flawed for practical use. Frankly, changing the origin point in 2.81 is not a good solution to being able to move around your Transform tools, and Sculpt Mode needs a proper way to move around the gizmos.

If anything, the 3D Cursor could use a substantial upgrade where you can move it around more reliably (potentially even allowing multiple 3D Cursors so you can have multiple Transform tools active at the same time). Alternatively you could just copy the gizmo controls from other 3D softwares like ZBrush or Maya to move them around.

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taken from wikipedia:

A software bug is an error, flaw, failure or fault in a computer program or system that causes it to produce an incorrect or unexpected result, or to behave in unintended ways

I’m pretty sure that it was an unintended behaviour :slight_smile:

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and in the meantime of this bug debade Pablo is fixing the issue

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The feature is behaving as it was originally designed to do, however. The problem with it is that it wasn’t designed for Sculpt Mode, which is why it produces these unwanted behaviours. It is also why there is no UI for working with the origin in Sculpt Mode.

Either way, I am glad that Pablo is looking into it.

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Just reported the bug I mentioned earlier with the MultiRes modifier and new Transform tools in 2.81a.

https://developer.blender.org/T69816

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https://twitter.com/pablodp606/status/1172232287917924355

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Such a small and at a glance simple change, but it’s those little touches that really sell the experience. Nice! :slight_smile:

Edit: Seems like Pablo already made a revision of the crash report I made. XD

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That’s super useful, great decision to visualize the pivot point.

Thats work like a charm!! thanks a lot

It is not from Pablo Dobarro, but it is related to sculpt, quadriflow remesher is in master !

https://developer.blender.org/rB57e55906f04a48a951fbbcfd7c197eef35ad4387

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yeah, that’s “Sebastian Parborg master plan for sculpting” :wink:

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