[Bf-committers] poll: uv/col mirror might not work for bmesh ngons

joe joeedh at gmail.com
Thu Sep 3 19:53:57 CEST 2009


So you can tell us how it should work, then :)  Is it basically a
quad-only tool?

Joe

On Thu, Sep 3, 2009 at 11:43 AM, Campbell Barton<ideasman42 at gmail.com> wrote:
> Take care when assuming what people do/dont use in blender :)
> this feature was very useful while doing this project.
> http://www.metavr.com/casestudies/ftwainwright.html
> Often Id have quads around door-frames that needed to be mirrored so
> the light would look like it was coming from the outside, since
> copying/flipping/mirroring/extruding the faces sometimes would cause
> the UVs to be the wrong way around.
>
> On Thu, Sep 3, 2009 at 10:21 AM, joe<joeedh at gmail.com> wrote:
>> That sounds good.  In this case it's probably better to wait for
>> people to complain (since they can explain how it's supposed to work
>> in the first place) rather then try and figure it out ourselves.  I
>> suspect you're right though, that no one uses those tools (they sound
>> too iffy to me to be reliable).
>>
>> Joe
>>
>> On Thu, Sep 3, 2009 at 11:14 AM, Wael EL ORAIBY<wael.eloraiby at gmail.com> wrote:
>>> It seems that this feature lacks interest, no one seems to use it, for
>>> now I think it is better to have it removed. The axis orientation was
>>> not right even, once you do an orientation it goes to the next. I
>>> believe we should have it removed. (this goes also for color). The
>>> reverse have the same issue for ngons with odd vertex count. maybe a
>>> new UI method should be developed for that, till then better move to
>>> something of more interest.
>>>
>>> To Joe: I will comment both (mirror uv and colors), and proceed on
>>> with color rotation.
>>>
>>> Wael
>>>
>>>
>>> On Thu, Sep 3, 2009 at 10:05 AM, Campbell Barton<ideasman42 at gmail.com> wrote:
>>>> for now I think its fine only to mirror quads.
>>>> with ngons it would make more sense to an option to reverse the UV's,
>>>> but no need for this short term.
>>>>
>>>> On Thu, Sep 3, 2009 at 12:59 AM, Wael EL ORAIBY<wael.eloraiby at gmail.com> wrote:
>>>>> Hi,
>>>>>
>>>>> I have been working on porting some of the old mesh code to bmesh with
>>>>> the help of joe, so far things were been well ported. However, some
>>>>> features like uv/col face mirror in 3D view (NOT UV/Image editor)
>>>>> while in edit mode won't work for bmesh (while in 3D view - edit mode
>>>>> - select a face and press Ctrl-F). The reason is simple, the old code
>>>>> relied on polygon to be  a quad or a triangle, (although for triangle,
>>>>> the mirror was a bit awkward). This feature won't work for n-gons
>>>>> where n > 4, simply because there are many axis to choose from. So the
>>>>> question is:
>>>>> 1. do we ignore this feature? how many ppl actually use it (last night
>>>>> at the irc channel no one responded) ?
>>>>> 2. do we only take care of the triangle and quad for the moment ?
>>>>> 3. do we make a user interface for choosing the axis relative to
>>>>> mirroring - in this case, I have an idea, but is a bit complicated for
>>>>> a feature that very few actually use. This time could be spent porting
>>>>> other part of the code or adding new features.
>>>>>
>>>>> Tell me what you think.
>>>>>
>>>>> Wael
>>>>>
>>>>>
>>>>> --
>>>>> Wael El Oraiby
>>>>> Laboratoire MIA
>>>>> Université de Haute Alsace
>>>>> _______________________________________________
>>>>> Bf-committers mailing list
>>>>> Bf-committers at blender.org
>>>>> http://lists.blender.org/mailman/listinfo/bf-committers
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> - Campbell
>>>> _______________________________________________
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>>>
>>>
>>>
>>> --
>>> Wael El Oraiby
>>> Laboratoire MIA
>>> Université de Haute Alsace
>>> _______________________________________________
>>> Bf-committers mailing list
>>> Bf-committers at blender.org
>>> http://lists.blender.org/mailman/listinfo/bf-committers
>>>
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>
>
>
> --
> - Campbell
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