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Remove autoUV option?

 
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chronozphere
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Joined: 20 Jun 2006
Posts: 1010
Location: Netherlands

PostPosted: Sat Feb 06, 2010 4:33 pm    Post subject: Remove autoUV option? Reply with quote

Hey there,

I'm working on a patch for the inset tool. I want it to keep the original UV's instead of generating new ones. While testing, I noticed that the AutoUV option had some influence in "some" cases.

I don't like the AutoUV tool, because it's very vague:

- For some primitives it's turned on by default, but for some not.
- Tools or Plugins "may" turn it on/off in some cases.
- It is unclear to me where or when AutoUV has an effect
- It can destroy all your UV's instantly.
- There is no reason to "keep regenerating" UV's.

I think we should remove it. If users "really" want to generate UV's they just have to use the Gen UV tool. Smile
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trucker2000
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Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Sat Feb 06, 2010 11:30 pm    Post subject: Reply with quote

I've never really liked the auto UV feature. I just worked with it.
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chronozphere
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Joined: 20 Jun 2006
Posts: 1010
Location: Netherlands

PostPosted: Sat Mar 13, 2010 12:18 pm    Post subject: Reply with quote

So... Should we remove autoUV? Question
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AWM Mars
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Joined: 06 Jan 2010
Posts: 1195
Location: Wilts England

PostPosted: Sat Mar 13, 2010 12:55 pm    Post subject: Reply with quote

Would a positive thing to do is, make it 100% switchable, so the user can choose? I suspect not all newcomers to 3D modelling programmes can absorb everything in one go, so have some automation, maybe welcome.
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
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PostPosted: Sat Mar 13, 2010 1:12 pm    Post subject: Reply with quote

Two remarks:
1. If you turn it off, then what do you use for UV's before there aren't any UV's explicitly assigned?

2. The purpose of AutoUV was to allow people to throw simple primitives together into a level and have continuous texturing that wasn't too aweful (i.e. like any other levelbuilder out there does). I am talking about people new to 3D modeling here, often unaware of the whole concept of "uv coordinates".

I'm not saying that keeping that workflow alive is priority, I just figured I needed to point out that those people are now facing a steeper learning curve before they get on the screen what they had in mind.
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chronozphere
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Joined: 20 Jun 2006
Posts: 1010
Location: Netherlands

PostPosted: Sat Mar 13, 2010 1:39 pm    Post subject: Reply with quote

Ok, thanks for pointing out the initial purpose of AutoUV. Cool

1. We can assign initial UV's when the object is first created. This can be done by using the existing method because it does a reasonable good job.

2. Beginners who find their UV's messed up can simply select all faces of their primitives and use the "Gen uv" option. Doing this now and then will have the same effect as enabeling AutoUV. Smile

It's better to have the user look for a tool to achieve something, than by letting the user look for that hidden option to disable that stupid automated feature that keeps messing with their work. Smile
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