[Bf-committers] Regarding sticky coordinates removal from blender

patrick boelens p_boelens at msn.com
Sat Sep 22 01:23:52 CEST 2012


I agree. If people still use the feature and all removing it does is taking that away and breaking old-file compatibility, I vote we keep it.

-Patrick

> Date: Sat, 22 Sep 2012 09:09:38 +1000
> From: mfoxdogg at gmail.com
> To: bf-committers at blender.org
> Subject: Re: [Bf-committers] Regarding sticky coordinates removal from	blender
> 
> My vote is for putting them back, since its clear they are being used, 
> so as long as BI is still being used sticky should remain, just not on 
> bugs associated with it that the feature is no longer developed and will 
> not be fixed. Not to mention its very late in the cycle to be doing this
> 
> On 22/09/12 08:34, Campbell Barton wrote:
> > @Lockal,
> >
> > Cameras really shouldn't be scaled - when you scale a camera it won't
> > render scaled, so UV project is correct in this case.
> >
> > On Sat, Sep 22, 2012 at 5:12 AM, Lockal S <lockalsash at gmail.com> wrote:
> >> Project from view ignores the scale and aspect of camera. Additional
> >> uv tweaking is needed to match the scale of original image.
> >>
> >> The other potential replacement could be adding and applying UvProject
> >> modifier on the special uv layer, however it distorts uvs in
> >> perspective mode.
> > Can you expand on this? - not sure what you mean.
> >
> >>   Also it doesn't take image aspect into account
> >> (default aspect is (1, 1)). And even after fixing distortion in
> >> uvproject modifier there are still problems:
> > The aspect is 1:1 but its a setting that can be modified. Adding an
> > option to use the scenes aspect can be done easily, though it does
> > create a tricky dependency (changing scene aspect would need to update
> > modifiers).
> >
> >> 1) No replacement in do_versions provided
> > Since this has been hidden for so long, my assumption was that users
> > were not accessing.
> >
> >> 2) No changes in documentation and release notes
> > Yep. this needs doing.
> >
> >> 3) Even then Spacebar menu -> Add sticky is easier than going to
> >> modifiers panel, adding Uv project modifier, setting image, setting
> >> aspect, setting camera and clicking apply after each geometry change.
> > I see your point but dont think its an argument for keeping sticky -
> > such a tool can be added as an operator accessible from C, or a macro
> > / py script.
> > eg - http://www.graphicall.org/ftp/ideasman42/uv_project_apply.py
> >
> >> On Fri, Sep 21, 2012 at 9:32 PM, Nate Wiebe <natewiebe13 at gmail.com> wrote:
> >>> Unless I'm missing out on something, using project from view uvs is a
> >>> better solution and works with cycles.
> >> _______________________________________________
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> >> Bf-committers at blender.org
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> >
> >
> 
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