[Bf-committers] uv's in edit mode
Ton Roosendaal
ton at blender.org
Mon Sep 27 13:21:35 CEST 2004
Hi Brecht,
Thanks for the analysis. There's indeed quite some issues with it.
Originally I didn't really schedule to replace the old UV-FaceSelect
completetely, but just bringing EditMode a little bit closer to it, to
have both working together nicer.
So, if we just do this:
- discard the convention that enforces wireframe draw when you go from
FaceSelect to EditMode. That can become an enforced 'Face selectmode'
now.
- enable ALT+Z (potato) texture view in EditMode.
- if UV-FaceSelect is set in EditMode, also signal the active TFace to
the UI. Just to update the UV Image window correctly, and to allow
assigning images there and/or change UV coordinates.
We can leave the F9 (editing buttons) as they are now.
So, minimal changes, nothing radical. :)
As another (research project) we should look at UV-FaceSelect mode
though. I still think such modes are cumbersome, just like
vpaint/weightpaint/posemode etc. But that's another issue, not related
to the editmesh refactory!
-Ton-
On 26 Sep 2004, at 03:41, Brecht Van Lommel wrote:
> Hey all,
>
> I think everyone can agree UV Face Select Mode should be merged into
> the
> renewed Edit Mode (if no functionality is lost). I don't mind doing
> some
> coding to convert the UV Editor and UV Face Select Mode functionality
> to
> Edit Mode.
>
> The UV Editor and UV Mapping would work in all three sub-modes.
> Selections for faces are always valid, so this shouldn't be a problem.
>
> There are, however, conflicts. Edit Mode is crowded as is, and adding
> more will not make this any better.
>
> - Hotkey conflicts: I could find three of them: U for unwrap, Shift+K
> for clearing vertex colors, and R for rotating uv's. I would propose
> shift+U for unwrap (or U, with shift+U for 'reload original data').
> Either way, 'unwrap' should be quickly accessible. The other two could
> be put in some (popup-)menu?
>
> - There will also be 2 more panels in the Editing Buttons while in Edit
> Mode (Texture Face and UV Calculation). Maybe a new 'Texture/Paint/UV
> Buttons' context should be created. The 3d view header menu's will also
> get some extra entries. The Mesh menu is already huge, and the 3d view
> header has also gotten quite long with the new sub-modes (especially on
> the 1024x768 resolution I've got here).
>
> - In UV Face Select Mode there is an Active Face. There is no such
> thing
> in Edit Mode. Having an Active Face when modeling seems confusing to
> me.
> I couldn't immediately think of an alternative for the colored edges to
> see the relation with the face in the UV Editor. Also for copying
> Texture Face data, working with 'Active' and 'Selected' seems to be the
> most consistent with the way Blender works now. AFAIK, colored edges
> and
> copying would be the only reason to keep the Active Face.
>
> - Another problem is that the painting modes (Vertex and Texture, don't
> know about Weight) would need to be merged in too, because they can be
> combined with UV Face Select Mode to only paint in the selected faces.
> I'm not familiar with the paint code though.
>
> Any suggestions?
>
> I'll probably talk to Ton on IRC about this further ... Just did some
> thinking in advance :).
>
> Cheers,
> Brecht.
>
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Ton Roosendaal Blender Foundation ton at blender.org
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