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uv editor
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This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    DeleD Community Edition Forum Index -> DeleD Feature Requests
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elementrix
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Joined: 11 May 2006
Posts: 1300
Location: The Netherlands

PostPosted: Sat Feb 02, 2008 2:14 pm    Post subject: uv editor Reply with quote

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 Cool (as the last request took 2 years Laughing )
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Starnick
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Joined: 28 Jul 2007
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PostPosted: Sat Feb 02, 2008 5:01 pm    Post subject: Reply with quote

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
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Tue Feb 05, 2008 8:16 pm    Post subject: Reply with quote

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 Smile
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elementrix
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PostPosted: Tue Feb 05, 2008 8:33 pm    Post subject: Reply with quote

and what about my request Shocked ?
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Starnick
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PostPosted: Fri Feb 08, 2008 9:46 pm    Post subject: Reply with quote

Sorry that I stole your thunder Razz

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
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PostPosted: Sat Feb 09, 2008 8:45 am    Post subject: Reply with quote

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
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Joined: 11 May 2006
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Location: The Netherlands

PostPosted: Sat Feb 09, 2008 9:46 am    Post subject: Reply with quote

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 Very Happy (but you can't weld vertice's in the uv editor so that's why I called it average)
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Starnick
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PostPosted: Sat Feb 09, 2008 4:25 pm    Post subject: Reply with quote

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
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Joined: 24 Aug 2007
Posts: 357
Location: ARGENTINA

PostPosted: Wed Feb 13, 2008 11:24 am    Post subject: Reply with quote

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. Confused
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Adar
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Joined: 29 Aug 2007
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PostPosted: Wed Feb 13, 2008 12:21 pm    Post subject: Reply with quote

I agree about the need for a target weld..
I found myself deforming geometry without it Confused
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santutatu
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PostPosted: Wed Feb 13, 2008 2:33 pm    Post subject: Reply with quote

The question (to myself) is......How would you guys determinate the finish point for the weld Confused ?
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Paul-Jan
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PostPosted: Wed Feb 13, 2008 2:35 pm    Post subject: Reply with quote

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
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PostPosted: Wed Feb 13, 2008 2:35 pm    Post subject: Reply with quote

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
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Joined: 18 Aug 2007
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PostPosted: Wed Feb 13, 2008 2:56 pm    Post subject: Reply with quote

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... Smile

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? Smile
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Tincho
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PostPosted: Wed Feb 13, 2008 4:15 pm    Post subject: Reply with quote

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. Smile
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