[Bf-committers] uv's in edit mode

Campbell Barton cbarton at metavr.com
Tue Sep 28 05:18:56 CEST 2004


Hi, I think now could be a good time to impliment UVW mapping (Where W 
is the depth so the UVW map can be rotated in 3d space )
Would be backwards compatable since W would simply be ignored by older 
blender versions.
-Cam

Ton Roosendaal wrote:

> 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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>> Bf-committers at projects.blender.org
>> http://projects.blender.org/mailman/listinfo/bf-committers
>>
>>
> ------------------------------------------------------------------------ 
> -- 
> Ton Roosendaal  Blender Foundation ton at blender.org  
> http://www.blender.org
>
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>


-- 
Campbell J Barton

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