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ta2025
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Joined: 23 Aug 2007
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PostPosted: Fri Sep 28, 2007 9:31 pm    Post subject: View Resets Reply with quote

When I leave 3D view for UV view and then switch back to 3D, the view that I HAD so painstakenly set up has now been totally reset?

WHY?
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elementrix
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Joined: 11 May 2006
Posts: 1300
Location: The Netherlands

PostPosted: Fri Sep 28, 2007 9:39 pm    Post subject: Reply with quote

that's probaply because you close the 3d view, if i am right you can only open 4 views at the time in lite so before you go to uv mode close one of the 2d views so the uv-editor will go in it's place. or to make it simple, buy pro Smile
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Mr.Fletcher
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Joined: 07 Aug 2004
Posts: 1772
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PostPosted: Fri Sep 28, 2007 9:54 pm    Post subject: Reply with quote

PRO doesn't remember the camera position either. Agreed, it's annoying.
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elementrix
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PostPosted: Fri Sep 28, 2007 10:10 pm    Post subject: Reply with quote

just don't close the perspective view?, yes i have to agree if you close deled completely and you want the same camera spot when you open it again, then it's annoying.
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Mr.Fletcher
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PostPosted: Fri Sep 28, 2007 10:28 pm    Post subject: Reply with quote

He switches between perspective view and UV view, he doesn't close the window. After switching back, the camera is back to default position. I do that too when I UV map my models. Adding and closing another view is just too uncomfortable.
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Paul-Jan
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Joined: 08 Aug 2004
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Location: Lage Zwaluwe

PostPosted: Sat Sep 29, 2007 8:40 am    Post subject: Reply with quote

Technically there is no difference between switching and closing/opening, in both cases the 3d view gets closed and loses it position.

Quick question: Functionally, if we make it remember the last camera position, would you also expect it to use this position if you open a new 3D window? Or would you expect the camera position to be specifically linked to the viewport you are looking at, and a new window would always start out at the default location?

Remembering the camera position when closing/reopening DeleD is a different discussion that I would like to keep out of this thread. There is also the point of storing 'named' camera instances (positions) in the scene, which I would also like to keep out of this thread.
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Mr.Fletcher
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PostPosted: Sat Sep 29, 2007 9:28 am    Post subject: Reply with quote

Paul-Jan wrote:
Quick question: Functionally, if we make it remember the last camera position, would you also expect it to use this position if you open a new 3D window? Or would you expect the camera position to be specifically linked to the viewport you are looking at, and a new window would always start out at the default location?

I'm not sure, I don't really work with more or less than 4 views. I'd say why not but I wouldn't find it essential.
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Paul-Jan
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PostPosted: Sat Sep 29, 2007 1:00 pm    Post subject: Reply with quote

After playing around with it, I think each viewport should individually remember the camera positions of all available view modes. Will implement this a.s.a.p., it might even make the 1.72 release which is already in beta.
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ta2025
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Joined: 23 Aug 2007
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PostPosted: Tue Oct 02, 2007 1:30 pm    Post subject: Reply with quote

Paul-Jan wrote:
After playing around with it, I think each viewport should individually remember the camera positions of all available view modes. Will implement this a.s.a.p., it might even make the 1.72 release which is already in beta.



SWEEET!!!

Yes, its a big issue. I dont use a LOT of camera views, but I expect the window to retain a view. For some reason, I dont consider the UV to be a "real" view, more like a utility function. When Im finished with that function, expect to go right back the view and orientation I had before looking at UV. I have recently found that you can change UV right in the 3D views.

I havent found any documentation on this though. besides scaling the UV in 3D and rotating in #D, I would like to slide (move) the UV around on the shape, but I havent found what key allows this?
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Paul-Jan
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PostPosted: Wed Oct 03, 2007 9:35 am    Post subject: Reply with quote

I *think* what you want is just to 'move' (select 'move'geometry command, drag mouse around in 2D views) the texturing around in face mode (f)...

...but since you already figured out rotating and scaling perhaps you mean something completely different... in which case we might or might not support it, and you really need to explain it again. Use small words, I am not having a particularly bright day today. Smile
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ta2025
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PostPosted: Wed Oct 03, 2007 12:39 pm    Post subject: Reply with quote

yes, I'm talking about dragging the texture around on the object. Im not sure if I was in face mode or not, but I thought I was in object mode when I discovered the texture scaling and rotating. I just havent discovered a keystroke for "moving" the texture yet.
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Paul-Jan
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PostPosted: Wed Oct 03, 2007 2:38 pm    Post subject: Reply with quote

1. Press f to get into 'face mode' (DeleD distinguishes polygon v.s. face mode. Polygon mode edits polygons, face mode edits the texturing on the polygons).

2. Select some faces (shift-click).

3. Move command will be selected by default, if not select it (hotkey M).

3. Click-n-drag in any of the 2D views to move the texturing around.

Hope that helps!


Last edited by Paul-Jan on Wed Oct 03, 2007 4:45 pm; edited 2 times in total
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ta2025
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PostPosted: Wed Oct 03, 2007 4:15 pm    Post subject: Reply with quote

what about in the 3D view? I would swear I was maniputing texture scale and rotation in the 3d view.
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Paul-Jan
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PostPosted: Wed Oct 03, 2007 4:50 pm    Post subject: Reply with quote

It doesn't work in the 3D view yet. No particular reason, as far as I know, we just didn't implement it yet. The 3D view editing functionality is a relatively recent thing in DeleD, and we are adding the pieces on by one. I"ll see if I can get this particular thingy in a.s.a.p.

[edit]Ah, yes, there is a particular reason we didn't implement move yet... it's because we haven't decided on the 3D movement paradigm we want to go with (3 axes gizmo, camera-plane aligned, etc). I whacked in a simple implementation that moves the UV coordinates along the uv axes, meaning motion will be rotated whenever the UV coordinates are not aligned with the current camera view. Not ideal, but for now it is workable. [/edit].
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Tincho
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Joined: 24 Aug 2007
Posts: 357
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PostPosted: Sun Oct 14, 2007 11:39 pm    Post subject: Reply with quote

I've got a BIG problem with views... Sad not particulary related to UV but to 3D... I close the 3D View window accidentally Embarassed and there's no way to open it again... Crying or Very sad what should I do? Thanks..

See You...
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