'Ref vs Instance' encounter + Strange Issue

Maarten

I’m still new to the addon, so I might be missing something, but at least it feels unintuitive/random/off to me what I’m seeing happening here now;

ISSUE 1)

  1. I have a car with a body, a left door and a trunk, all joined together as one mesh (for same-texture baking purposes).
  2. The door and trunk parts each have their own face part group in the addon to select these for separating later. Aso all have seperate inner parts to select from the face sets already.
  3. Now I separate the door and the trunk to individual meshes (main, left door, trunk)
  4. Add mirror modifier to create the right door. apply mod., split the new door to own mesh and set the correct anchor points for both doors.
  5. The door meshes are now exactly the same and use the same uv. Only the mesh is mirrored.

I would now expect both doors to have the same, but THEIR OWN instanced, face-parts and face-sets datasets. Just like how vertex groups are copied when doing a similar operation. However, they don’t seem to be; when renaming one of both door’s groups it renames the same named dataset on the other door too. Eventhough we’re working on a completely different mesh. So it looks like it’s using ‘reference’ to the same dataset/thing instead of having its own instance. Which is now causing issues.

**ISSUE 2) **
To try to avoid this, instead of renaming the right door’s groups, I select the faces from a group and hit the minus-button to create a new group on that door to create a new instanced group. But this is starting another issue: the addon now shows a bunch of extra grayed out groups with dashes in their names. While I didn’t touch anything other than the +-button to create a new group.

**ISSUE 3) **
I’ve also seen other strange issues related to this. And even saw the renaming working one time while AFAIK I did nothing differently. It feels random and confusing to me. And I can’t find info on where it stores.

EXPECTED:
Having groups per mesh. Like vertex groups. Possible?

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Maarten

OMG I just now see that I’ve posted this in the wrong section. Sorry for this. It should’ve been in @zensets-support
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Valeriy Yatsenko

Hey, <@1066324619050614807> . I’ll simplify how everything works for better understanding. To allow working on multiple objects simultaneously, we create groups within the scene. When assigning membership to polygons (vertices, edges), this information is stored directly in the polygons. So, if you make a copy of a door, the polygons of the new door will belong to the same group as before.

If you need the mesh copy to belong to a different group, simply select the polygons and assign them to a new group. If you are using FaceSet, these polygons will additionally be assigned to a new group while retaining their previous memberships. If you are using FacePart, the polygons will be excluded from their previous group and assigned to the new one.

Regarding why you see multiple groups in the list: this is a complete list of all groups present in the scene. You currently have their display enabled. This is optional and is designed to help you see if a specific group already exists without having to search for its name by going through all objects in the scene one by one.

  • Display all scene Groups - Display all scene Groups or selected object groups


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Maarten

Thanks for your response. Yes I figured that (I call this ‘reference’, like it’s called in computer languages when not instantiating a new variable, but reference (link) to an already existing var).

I don’t understand the reasoning on why it’s built this way instead of having the data inside the mesh so it also comes with the mesh (like vertex groups do)? When do we want to work (edit mode) in 2 meshes at the same time? And how would it even be possible in Blender to switch multiple objects into edit mode?

I tried copying the groups by exactly as you write: select the faces from the group, create a new group from them in the new door. But as you can see in the video this didn’t work; Instead it enabled the button you point to in your screenshot, which obviously shows all groups in the complete scene now, most of them grayed out. But as you can see in the video I didn’t have that button selected and also didn’t click it myself. It was the hitting of the +-button to create the group from the selected faces which not only not added a group, but also turned on this ‘see all groups from scene’-mode by itself. Maybe for some reason the selection was gone when I hit the +-button (can’t check it now, because I’m not behind blender now), so it couldn’t make a group. But than still I wouldn’t expect the addon to turn on a scene-mode by itself.

I think this would help for cases like this: Instead of doing the tedious process of selecting faces from one group → creating a new group and do this for all groups of the original and after all that also need to remove the old groups from the new mesh… (with all confusion) It would be a lot easier IMO if there was a button to ‘copy and instantiate’ selected groups at once. Because that’s actually what we want to do here.

But honestly I’m not convinced of benefits of having ‘global’ group registering over local groups inside a mesh data, just like vertex groups. So far it feels more errorprone and cumbersome to me.
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AlexZhornyak

Let me explain about ideology of Zen Sets. When the addon was created there were 2 native mesh groupping: Vertex Groups and Face Maps. They were associated per mesh. And there was an idea to have scene mesh layers where you do not need to go to every object and create inside every time group. So consider Zen Sets groups as scene mesh element layers. If you need this group to be individual to every object. Just rename it separately
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Maarten

Thanks for your respons. I feel though that my point is still not coming across and I struggle with how to explain it better than I already did and by showing you the video; I get that you made it that way, but renaming is not working because it’s also renaming the other side. Both meshes, like you wrote, are using the same group. So when renaming one, we’re also renaming the other one, because it’s the same thing. That’s the whole point, right?

Please take a look at my last message for a proposal on how to work around this. Thanks again!
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