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  • Published 6 Mar 2020

'Keep UV and edit mode mesh selection in sync' Should be always on by default?

Hey guys! First post here! Hope I'm hitting the right spot. :)

I'm an old 3dsmax (mostly) guy and I found it super strange that when unwrapping a model. The full UV layout and the selection synchronization was not shown in the view by default. I found the solution by chance watching a tutorial video. :) And it's super easy when you know how. But starting out you don't and makes Blender feels a bit strange and annoying.

So I know this a super small thing and it's probably a very simple bool implementation. But to welcome new Blender users it would be a super nice feature if it was on by default. Instead of having to fiddle around on the internet or by chance to figure it out.

So to reiterate. 'Keep UV and edit mode mesh selection in sync' should in my humble opinion be on by default.

(Perhaps here are reasons why not? I am not informed on those or see the immediate need for such as a game artist)

Cheers! Jonas

2020-03-06 13_32_32-Blender_ [C__Users_vonkn_Downloads_HendrichBlenderBackup.blend].png

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Development Status: Open

Upvote 19 Downvote 4
jonazdk
6 Mar 2020

7 Comments

IIIFGIII

Problem is that Sync ON and Sync OFF works different. You can't do number of things when it is ON, but you get new advantages. And it's not good or bad - t's just different than you expect to see after Max Unwrap modifier... Blender UV's shine in case that you edit model/UV's/mark seams simultaneously, without necessary to add modifier and then collapse it all the time.

If you make it ON by default you will stuck on " ... some UV's features does not work ... " case and spent same hours googling solution but for different case.

I'm from Max too.... Just keep practice :) and googling.

4
EzyPoly

And I absolutely don't understand uv logic in blender) I don't understand syncing, don't understand how uv islands possible without uv seams, whats for uv points (one geometry vertex) move together on different uv shells...)

2
testure

* @impacman * agreed, it should not work this way at all. literally every other 3d software has proven you can achieve the benefits of both of blender's UV modes with only one interface with none of the downsides.

2
IIIFGIII

* @testure * Nope - modes different and you have switch because of reasons.

With sync mode OFF you can see whole model but have selected only part of it so only this part visible and editable in UV. So you free to hide unhide any part of model and in same time you control what you see in UV's right from 3D view by selecting mesh ( it handy when your UV's look like this )

With sync ON you see UV's for all visible mesh, but now you can select any part of it for editing with no loosing UV's same as you can select mesh from UV's ( eg. stacked similar islands faster to select from UV's than from 3D view ).

IMO this separation have sense and it give specific advantages. Of course it all can work better and sync mode can have less limitations but there are already lot of suggestion about this.

Then, this suggestion is written because guy come from Max, he looking for some Unwrap Modifier instead of this strange shit everywhere and it all for him looks as bad as hell - nothing work as expected. I see my self 2 years ago. He just need some time...

testure

* @IIIFGIII * I know how it works in Blender, my point is that it's an outdated design and isn't necessary. Take a look at how Modo handles UVs as an example. There are independent visibility controls in the UV window so dense meshes are not an issue. If you need to select the faces for UVs you have selected, that is also possible.

I'm not arguing against the concept because it's different , I'm all for different ways of thinking if it leads to a more efficient workflow, but sync'd uvs is the opposite of that. As a thought experiment, someone should design what a 'unified UV interface' looks like, and then as edge cases arise (such as handling dense meshes with lots of overlapping islands), those edge cases are solved to fit into that design paradigm. Having two modes was a bandaid solution that was implemented well over a decade ago and now people are just used to it, that doesn't make it a good design. we can and should do better.

5
matterform3d

I still can't believe it's like this. "Hey Blender Dev": You shouldn't need sync at all you just show the UVs and highlight the parts selected in the UV editor and corresponding in the 3d world and it's connected point in the uv. Why is this like this still to this day. Why can't I show connected points and not want to move all the connected points.

1
greenAnka

agree. the sync uv is pretty cranky and confusing. Blender indeed needs a more efficient uv system