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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Sat Feb 02, 2008 2:14 pm Post subject: uv editor |
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hehe, now I got average on the uv editor (which is great!) I have another request for the average in the uv-editor.
and that is: average towards, like you have 2 vertice's, normally when you average them they both go towards the middle of the two, but now I want to average towards one vertex, so only one goes on top of the other. This is a must in the uv editor, because you sometimes don't want to misform some polygons.
waiting for 2010 (as the last request took 2 years ) _________________ Chickens RULE | www.elementrix.nl |
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Starnick DeleD PRO user
Joined: 28 Jul 2007 Posts: 611
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Posted: Sat Feb 02, 2008 5:01 pm Post subject: |
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I have some:
-In-place rotation of a selected face (via the Angle input, not manual rotation). I've had selected faces/selected group of faces fly off to some other part of the UV coordinate (and thus offscreen) for just wanting to turn the whole selection 180 degrees.
-Locking U or V axis for translation
-It would be nice if selecting box mapping didn't make the selected faces so incredibly small (as opposed to generating UVs from the sidebar selection) |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Tue Feb 05, 2008 8:16 pm Post subject: |
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Ad 1) You mean like the "invidual rotation" flag for primitive rotation? Consider it done.
Ad 2) Yeah, much requested, and the use is obvious... just have to fiddle it into the interface somewhere.
Ad 3) It actually depends on the facing of your primitive. If it's a cube, it fills out the texture pretty nicely. The mapping algorithm definitely needs some improving |
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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Tue Feb 05, 2008 8:33 pm Post subject: |
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and what about my request ? _________________ Chickens RULE | www.elementrix.nl |
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Starnick DeleD PRO user
Joined: 28 Jul 2007 Posts: 611
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Posted: Fri Feb 08, 2008 9:46 pm Post subject: |
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Sorry that I stole your thunder
I was thinking about the OP yesterday in the UV editor, and I think it would be useful too. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Sat Feb 09, 2008 8:45 am Post subject: |
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Elementrix: Sorry for not responding to your request immediately, it is a bit more complex so I had to think about it for a while.
You actually want to move all selected vertices to move to the exact location of a selected vertex (probably the last selected), right? (that's what would seem most useful to me, but correct me if I'm wrong). That's not "averaging", it's more like "welding" to a fixed welding point. |
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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Sat Feb 09, 2008 9:46 am Post subject: |
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Quote: |
it's more like "welding" to a fixed welding point |
yes, I mean that, but It could also be done with two vertice's and not only for the uv-editor but also handy for the normal scene. (3dsmax also use this)
weld towards the latest selected welding point would be great (but you can't weld vertice's in the uv editor so that's why I called it average) _________________ Chickens RULE | www.elementrix.nl |
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Starnick DeleD PRO user
Joined: 28 Jul 2007 Posts: 611
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Posted: Sat Feb 09, 2008 4:25 pm Post subject: |
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Yeah, weld would be more of a better description. Sounds a lot like a target weld more than anything, that could also have potential use outside the UV window perhaps? |
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Tincho Member
Joined: 24 Aug 2007 Posts: 357 Location: ARGENTINA
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Posted: Wed Feb 13, 2008 11:24 am Post subject: |
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Starnick wrote: |
Yeah, weld would be more of a better description. Sounds a lot like a target weld more than anything, that could also have potential use outside the UV window perhaps? |
That's right. Instead of deforming any object by moving the whole selected vertices to a centered location... sometimes this becomes pretty bothering, I guess. |
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Adar DeleD PRO user
Joined: 29 Aug 2007 Posts: 233
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Posted: Wed Feb 13, 2008 12:21 pm Post subject: |
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I agree about the need for a target weld..
I found myself deforming geometry without it |
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santutatu DeleD PRO user
Joined: 18 Aug 2007 Posts: 729 Location: ARGENTINA
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Posted: Wed Feb 13, 2008 2:33 pm Post subject: |
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The question (to myself) is......How would you guys determinate the finish point for the weld ? _________________
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Wed Feb 13, 2008 2:35 pm Post subject: |
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I think that either the first or the last selected vertex/uv would be your target. Last would be more intuitive I think, but first would be more convenient as it would allow for an "oh, let's just select one more vertex" process. |
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Starnick DeleD PRO user
Joined: 28 Jul 2007 Posts: 611
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Posted: Wed Feb 13, 2008 2:35 pm Post subject: |
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In 3DS, the target weld is where you select a vertex then drag a line onto the vertex you want to weld it to. Most likely in DeleD, you could do it like what you do with CSG (ie subtract), select the vertex you want to weld, then select the target and hit the function button. |
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santutatu DeleD PRO user
Joined: 18 Aug 2007 Posts: 729 Location: ARGENTINA
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Posted: Wed Feb 13, 2008 2:56 pm Post subject: |
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Starnick wrote: |
In 3DS, the target weld is where you select a vertex then drag a line onto the vertex you want to weld it to. Most likely in DeleD, you could do it like what you do with CSG (ie subtract), select the vertex you want to weld, then select the target and hit the function button. |
Yeah, I was thinking about something like that...
EDIT: what I think could be unconfortable is that (being that sometimes we do want the weld be placed in the middle between the selected vertices) selecting if you want the weld to be in the middle or in the target...by the time you set that you could be moving the final vertex whenever you want...do you get my point? _________________
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Tincho Member
Joined: 24 Aug 2007 Posts: 357 Location: ARGENTINA
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Posted: Wed Feb 13, 2008 4:15 pm Post subject: |
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santutatu wrote: |
EDIT: what I think could be unconfortable is that (being that sometimes we do want the weld be placed in the middle between the selected vertices) selecting if you want the weld to be in the middle or in the target...by the time you set that you could be moving the final vertex whenever you want...do you get my point? |
That depends on the geometry you're working with. I can't think of an example now, but sometimes the location of the whole vertices welding isn't as easy as moving manually. So this suggestion tries to reach that point, though. |
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