Rotation affects LODs inconsistently, especially with Undo
Moderator: Oleg
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- Posts: 55
- Joined: Wed Feb 14, 2018 7:24 pm
Rotation affects LODs inconsistently, especially with Undo
If you use the rotate tool on object level with an object with LODs, it sometimes affects only the selected LOD, and sometimes affects other LODs. When you click undo, it always only applies the undo on the currently visible LOD. As a result, it is very easy to mess up a model when using the rotate tool on any compounded LOD object. To reproduce the issue, create a simple object, set up LODs, and try rotating it from different LOD levels and switching between LOD levels, then click Undo.
Re: Rotation affects LODs inconsistently, especially with Undo
It looks like the issue is with update after undo/redo on compound objects. The object is not messed actually when you undo, just switch to vertices mode and back to object mode, you will see everything is actually fine. The compound object seems not to update properly its build-in nodes when undo is performed on all of its geometry nodes.
Actually, just pressing '1' and pressing '5' again will cause scene to update nodes instantly and you will see everything in proper places.
Actually, just pressing '1' and pressing '5' again will cause scene to update nodes instantly and you will see everything in proper places.
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- Posts: 55
- Joined: Wed Feb 14, 2018 7:24 pm
Re: Rotation affects LODs inconsistently, especially with Undo
I don't think this is entirely correct. It seems there are some issues with the scene not updating properly after using the rotation tool on compounded objects in general, but it is still possible to get stuck with an LOD rotated incorrectly when using undo with the rotate tool.Oleg wrote: ↑Mon Jan 02, 2023 6:31 am It looks like the issue is with update after undo/redo on compound objects. The object is not messed actually when you undo, just switch to vertices mode and back to object mode, you will see everything is actually fine. The compound object seems not to update properly its build-in nodes when undo is performed on all of its geometry nodes.
Actually, just pressing '1' and pressing '5' again will cause scene to update nodes instantly and you will see everything in proper places.
Here is a demonstration of the bug:
Re: Rotation affects LODs inconsistently, especially with Undo
Get an update, this issue was addressed.
There is still a glitch with refresh/update after undoing, but the actual geometry should not suffer of being (or not being) rotated/moved when dealing with compound node's axes.
There is still a glitch with refresh/update after undoing, but the actual geometry should not suffer of being (or not being) rotated/moved when dealing with compound node's axes.