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Mesh editor does not account for stacked shape keys
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Description

System Information
Win7 x64, GTX 560

Blender Version
Broken: git (rB9e1ca2858920)
Worked: unknown

Short description of error
When multiple shape keys are active in edit mode, the results of vertex rotation and scaling are incorrect. Blender transforms the verts as if only one shape key were active.

Exact steps for others to reproduce the error

  1. Open
  2. Rotate the selected vertices. They move unpredictably.
  3. Mute the CloseLidLo and CloseLidUp shapes, then rotate the verts again. They transform as expected.

Event Timeline

Tom Edwards (artfunkel) raised the priority of this task from to 90.
Tom Edwards (artfunkel) updated the task description. (Show Details)
Tom Edwards (artfunkel) edited a custom field.
Brecht Van Lommel (brecht) changed the task status from Unknown Status to Archived.Jan 12 2014, 6:46 PM
Brecht Van Lommel (brecht) claimed this task.

That's how it works, you can only edit one shape key at a time. You can view the result of multiple shape keys applied because that's sometimes useful, but you can't edit all of them at once, so there is a mismatch between what you see and what you edit.

This could be improved, but it was considered to be more useful than not to have this, even if it's not working ideal.

Only one shape key is being edited. My add-on exports to a format that requires corrective shape keys to be relative to the shape combinations they correct, so this is a major issue for my users.

If you want to make the transform code sufficiently smart so that it can figure out what the shape key value should be such that the result of blending the shape keys matches the vertices you transformed, that seems reasonable, but it's not so simple. You can search the code and mailing lists for "crazyspace" for more information about this topic for modifiers in general.