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

joe joeedh at gmail.com
Fri Sep 4 19:33:45 CEST 2009


Wait, why does a reverse UV command require even-sided polygons?  It's
not a big deal if the user has to use the rotate uv tool afterwards.

Joe

On Fri, Sep 4, 2009 at 7:43 AM, Wael EL ORAIBY<wael.eloraiby at gmail.com> wrote:
> nop, the inverse only requires that the polygons have even vertex
> count. For uv rotation, the code is already working, in CW and CCW
> direction :)
>
> So, for now I ll do the inverse for even sides n-gons (otherwise you
> need to select a vertex somehow and a face: something that is not
> usual in blender although doable if we remove the BM_flush). I believe
> a more powerful tool should be written to handle all those later,
> maybe in the UV window. detach, then choose a vertex->rotate, etc...
> or maybe a python script. For now we have to settle with the reverse
> on even sided ngons.
>
> However, the use of such tools is still singular (only Campbell showed
> interest), and maybe it's better to rewrite them as python scripts =).
>
> Wael
>
> On Fri, Sep 4, 2009 at 2:59 AM, joe<joeedh at gmail.com> wrote:
>> 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
>>>>>>> http://lists.blender.org/mailman/listinfo/bf-committers
>>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> --
>>>>>> 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
>>> _______________________________________________
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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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