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

joe joeedh at gmail.com
Sat Sep 5 02:18:19 CEST 2009


I don't think it matters that one uv is the same.  I think the idea is
you reverse, then rotate to what you want.

Joe

On Fri, Sep 4, 2009 at 3:25 PM, Wael EL ORAIBY<wael.eloraiby at gmail.com> wrote:
> hmm, assume you have a polygon with n vertices v[0] to v[n-1], the
> symmetric vertex of v[i] is v[n-i], of course to do this operation,
> you need to have n = 2 * k (an even number) otherwise, the uv of one
> vertex will remain the same. In the case where n is odd, the choice of
> the vertex in the current way of dong things is unexpected, and this
> is why rotation is needed (which does not makes things as easy as you
> expect). I ll do it in the general case, but regardless, I must note,
> that imho, the odd sided polygon is unexpected, and better done in the
> uv windows :)
>
> Wael
>
> On Fri, Sep 4, 2009 at 7:33 PM, joe<joeedh at gmail.com> wrote:
>> 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
>>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> 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
>>>>>>
>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> - Campbell
>>>>> _______________________________________________
>>>>> Bf-committers mailing list
>>>>> Bf-committers at blender.org
>>>>> http://lists.blender.org/mailman/listinfo/bf-committers
>>>>>
>>>> _______________________________________________
>>>> Bf-committers mailing list
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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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>> 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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