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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Sun Aug 08, 2004 1:27 pm Post subject: UV manipulation |
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DeleD 0.86 and above supports a number of UV manipulation functions. You'll find them when selecting Face mode. To use them, select the object in Object mode, then select the face in Face mode. Remember to set the autoUV property of the object to false, otherwise DeleD will calculate its own UV coords after you manipulated the UV's yourself!
Available functions:
- move: moves the texture on the selected face.
- scale: scales the texture on the selected face.
- flip: flips the textures; usefull for textures containing text etc.
- cycle: cycles the UV's amongst the vertices; this is a form of rotating the UV's on the selected face
Editing individual UV coordinates isn't possible yet but will be implemented in future versions of DeleD. |
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svs Member
Joined: 13 Aug 2004 Posts: 14
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Posted: Fri Aug 13, 2004 9:09 pm Post subject: |
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how i change auto uv property? _________________ s^v^s
hello |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Fri Aug 13, 2004 10:34 pm Post subject: |
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svs wrote: |
how i change auto uv property? |
Take a look at the Object Inspector which can be found in the View menu, or by pressing the right mousebutton in 2D views or by right mouseclicking in the Scene Inspector. You'll find various properties of your object in the Object Inspector to play with. |
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dirkk Member
Joined: 09 Aug 2004 Posts: 238 Location: Germany
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Posted: Sat Aug 14, 2004 6:39 am Post subject: |
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wow, you posted this right before I was going to ask it, thanks.
In fact I do like the Auto UV functionality. The only issue I have with it is that there seems to be no 'overall scale' factor.
In the experiments I have done I still couldn't decide the scale of the level (is the standard wall height rather 32 or 128?). But since the Auto UV function has one fixed scale there is no choice here.
So I wonder if it would be possible to implement an overall scaling of Auto UV in the main properties dialog? |
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svs Member
Joined: 13 Aug 2004 Posts: 14
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Posted: Sat Aug 14, 2004 10:18 am Post subject: |
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how do i use scale in face mode. i have got flip to work fine but nothing else works.
is there a trick to it?
thanks _________________ s^v^s
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Sat Aug 14, 2004 10:24 am Post subject: |
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Set AutoUV to false (as you should always do when working with Face commands), select your face by using shift+left mousebutton, select scale and click & drag on the 2D views. That works when moving and scaling. Holding down CTRL will make DeleD scale by ratio (u,v scaled by the same amount). |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Sat Aug 14, 2004 10:31 am Post subject: |
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Quote: |
So I wonder if it would be possible to implement an overall scaling of Auto UV in the main properties dialog? |
When AutoUV is on, DeleD calculates its own UV coordinates by using planar mapping. It uses the width and height of the texture (which can be anything you like) to calculate the u,v coordinates. Use CTRL with scale to preserve the ratio (u,v are scaled by the same amount). I'm not sure what you mean by overal scaling? |
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svs Member
Joined: 13 Aug 2004 Posts: 14
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Posted: Sat Aug 14, 2004 10:43 am Post subject: |
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i have try doing the scaling but all it does is move the object to the side a little
the auto uv is false, but it don't scale the texture on the slected face.
is it ment to make the texure larger or smaller or both or somthing else. _________________ s^v^s
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svs Member
Joined: 13 Aug 2004 Posts: 14
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Posted: Sat Aug 14, 2004 10:48 am Post subject: |
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ok sorry got it to work
it was that i had selected i face under the face i wanted.
damn the small and stupid things that can happen.
ops _________________ s^v^s
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dirkk Member
Joined: 09 Aug 2004 Posts: 238 Location: Germany
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Posted: Sat Aug 14, 2004 11:37 am Post subject: |
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By overall scaling (i guess it's the wrong expression then) I meant the following: say you have your grid set to 256 ('6') then you pull up a box (all sizes 128) over four quadrants in the top view. So looking at the front of the cube you see two tiles of the floor texture, which is exactly what I expected because you see a 128x128 texture twice on a 256 front. What I meant with 'overall scale' was a parametes that multiplies the uv coordinates for all objects (or even for every single object? then this would go into the object inspector), so that in the example the texture repeats 4 times or 8 or just once.
This way Auto UV would still work exactly as it is (which I like!) still I could scale the uv coordinates on a global range.
I hope I put it right this time. |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Sat Aug 14, 2004 12:20 pm Post subject: |
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I see what you mean now dirkk, it's like having u,v offset and scale values per object. I like the idea of having this stuff too so I'll get to that when I start working on more advanced UV mapping. Thanks for the suggestion. |
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