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

joe joeedh at gmail.com
Fri Sep 4 02:59:48 CEST 2009


A reverse UVs tool shouldn't be too hard, I imagine.

Joe

On Thu, Sep 3, 2009 at 12:12 PM, Campbell Barton<ideasman42 at gmail.com> wrote:
> At the time I didn't care which axis, if it was wrong Id just rotate
> the UV's until it was how I wanted.
> This is pretty crap, but before this it was terrible because Id have
> to manually flip the UVs in the UV window...
> - change the mode not to select connected UVs
> - select the corner of my quad (often a number of clicks each time,
> translate to test I had the right one)
> - move the uvs about...
> - connect them back with a limited stitch or not. then wonder later
> why the uvs werent connected.
>
> Sometimes I also detached the face, mirrored manually then flipped
> that. also yuck :)
>
> Why not replace mirror UV with a reverse UV command? - reverse the
> direction of the UVs in the face, this way it makes sense for ngons
> too. some uv rotation would be needed after in most cases too.
> Unless we have some way to define the point to flip along, or use the
> active edge/vert, but this isnt so important at the moment IMHO.
>
> On Thu, Sep 3, 2009 at 10:56 AM, Wael EL ORAIBY<wael.eloraiby at gmail.com> wrote:
>> Indeed, the problem with the current code is that it only switch the
>> uvs of parallel edges in a quad, so this is what they call axis, of
>> course, this is possible for an ngon with even vertex count, but still
>> require to select a base edge for the operation. In the case of odd
>> vertex count we need to select a vertex. Too much work for little use
>> imho (more work on UI than on the code itself).
>>
>> I wonder if this is not a very old zombie code from the early versions
>> of blenders
>>
>> Wael
>>
>> On Thu, Sep 3, 2009 at 7:21 PM, 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
>>>>> _______________________________________________
>>>>> Bf-committers mailing list
>>>>> Bf-committers at blender.org
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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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>>
>>
>>
>> --
>> 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
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
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