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  • Published 30 Dec 2019

"Join" Operator parameters

Now: Currently "Join" operator does not have any parameters and joining objects in performed only in one way ( sometimes this only way may result in unexpected behavior eg. fliped normals)

When i'm joining multiple objects often i have to manually change something before/after that operator. And sometimes people do not understand what is going on (flipped normal/uv gone) while joining.

I propose to make parameters that would allow user to perform that operation as he/she would like to.

  • UV: By Name / By Order
  • [ ] Flip inverted Normals (if object have negative scale then flip its normals to mach viewport)
  • [ ] Apply modifiers
  • ??? - any other proposals that should also be included?

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Development Status: Open

Upvote 13 Downvote 1
zuorion
30 Dec 2019

7 Comments

IIIFGIII

Join " By Order " is good one. Sometimes it really broke all my work when I join together objects with differently named UV and only then after hours I realized that I made crap...

2
zuorion Author

* @IIIFGIII * * @impacman * I'm coding that as addon operator

any ideas what can i add? autosmooth: mark sharp if active's autosmooth angle is lower than joined object/nothing/any other behavior with autosmooth?

what if active object have negative scale?

@impacman what to do with materials? what did You had in mind?

1
EzyPoly

* @Pawel Piotrowski * ohhh god its really cool!! as start point for materials i like 3dsmax options: 1 use active's object material for all objects 2 create multy material included all merged sub materials , also max has options about materials ID but i dont know how it works in blender... i also think while merging objects "apply scale and rotation" and recalculate normals outside should be apllied

IIIFGIII

* @impacman * In general we need kinda Max solution to use exist/replace/rename+add not only for join operator but for import actions too. It would be better if such feature will developed for all over Blender. To not generate all this .001 .002 .003 crap for materials with same names. This issue much deeper than just join operator... Also what I can say - max implementation not the best. Sometimes When I have to merge big piece of stuff to max scene and then it need to click 100 500 times to this stupid window per each conflict material... Better way to do this can be some popup window with rows for materials, columns with conflict info, merge option. Maybe implementation like in Outliner when u can move mouse over icons and do fast switch for lot of items for merge option will be best.

EzyPoly

Also i think should be an option about what to do with materials if they are different..

1
pxy-gnomes

• Yes. Please, don't forget about including —on the Adjust Last Operation Region for Join Operator— settings for: 1) Origin; 2) automated Retargeting of Parent Relations; 3) automated Retargeting for Object Modifiers/Constraints Targets (probably Bone Constraints Targets as well and etc.); 4) and also something special Rigify-Addon related, which would be about the Meta-Rig "condition" and the Generated Rig "condition" of the resulting Armature Object after Joining multiple Armature Objects together.

Note: when Joining Armature Objects, it is difficult to get good workflow because on one hand we are overriding multiple sorts of Data, (from the Active Object to the Non-Active Object(s)), and on another hand, we are also 'Dissolving' the Name(s) from the Non-Active Object(s), so they cease to exist as Targets (including for Parenting). And apparently we can't anticipate this problematic with proper settings.