[Bf-committers] About 2.46 RC

Campbell Barton ideasman42 at gmail.com
Sat Mar 22 11:34:26 CET 2008


Hi Jk, you can blame Brecht and myself for this ;-)
I was working on UV editmode before project peach started, but it
stalled because it was lower priority then other tasks,
 - Brecht because he's the maintainer and OK'd my evil plans.

UV+Editmode is finished, 2.46 was not planned until recently - (2.5
was going to be next release, so I expected some more time)
Id also not call 2.46 a "release candidate" since there are problems
and unfinished areas (like this one) that mean we couldn't release
(should be called Beta or Technology-Preview IMHO)

My reply to the issues you raise, feel free to add your own suggestions!
1) Use Shift+LMB rather then Alt+LMB for creasing edges.  (as far as I
can tell this isnt taken)
2 & 3) Cant think of a nicer way for this. perhaps buttons on the panel? :/
4) Right, face mode delimits crease selection, edge and vert modes
dont. It seems ok to me though not ideal. again is there some better
way it could work?
5) This is a bug thats probably not hard to fix. report this in the
tracker and provide an example file with steps to reproduce.
6) I dont understand what you mean? - Hide and unhide is broken in the
UV view and needs to be fixed. This will happen before release. (see
how it extends the selection at the moment)

horace - Editmode+Face, Shift+G, Image
The functionality is in the select grouped menu, I found UV/Face mode
annoying, having to go into editmode, Select Grouped, and back out
again just to change the selection, my patch to do this in UV/Face
mode was rejected.
(vertex/edge/face all have their own select grouped options)

2008/3/22 horace <horace3d at gmail.com>:
> i don't think uv/face select mode was a good idea and i am glad it's gone. i
> always found it cumbersome to have an extra mode for this and it's really
> great that you can edit and preview textures in edit mode now.
>
> i agree to most of your complaints though and i think the blender developers
> agree too. they know that some functionality is still missing (if i remember
> correctly they talked about it at some sunday irc meeting).
>
> what i also miss is more selection possibilities like select all faces with
> the current texture. or synching the current selection of the uv editor with
> the 3d view.
>
> 2008/3/22 Jarosław Kolmaga <ignoreer at gmail.com>:
>
> >
> >
> >
> > Hi there!
> >
> > To introduce myself: my name is Jarosław "Galileus" Kolmaga, polish
> Blender artist, co-author and author of two polish Blender books... Let me
> skip other titles.
> > Without playing around, there is a lot of people in polish scene that are
> really upset about erasing the UV Select Mode from Blender... There is even
> an petition-thing, but I decided to keep things low - we are all mature
> after all, and games like that won't do anything better. So, thing is easy -
> we want it back, and we want to know, what you'll say.
> >
> > And again, really, its big step backward for now. Maybe there is some kind
> of plan behind all things, that can make it better in future, but for now,
> best polish artists decided to use old blender for UV mapping - it explains
> itself clearly. To not be empty-handed, there are some names of artists who
> joined "the action":
> >
> > Marek Ryś (MRys), with tons of ultra-precise aircraft models on his
> account
> > Anna Smolarek (Ania), great artist with several big 3D-contests awards
> > Maciej Halbert (Morte), author of Practical Exercises
> > Kamil Kuklo (Mookie), main author of Blender Compendium
> > Well... Me, co-author of Compendium and author of Practical Projects.
> >
> > Plus a lot of people from main polish Blender community - in fact, not
> even one voice against the whole thing. And as it goes for myself - I'm just
> done with very complicated (about 150k faces) UV map, and I can't imagine
> working whole time on Edit Mode...
> >
> > Anna made a little list of things, that was made worse in newest version
> of blender:
> > 1. Marking single seam:
> > Old Blender: Alt+click => seam is marked in 1 step
> > New Blender: select, ctrl+E, mark seam => seam is marked in 3 steps
> > 2. Marking 17 edges in a row which do not form a loop:
> > Old Blender:  Alt+click on first edge, Alt+Shift+click on last edge =>
> marked in 2 steps.
> > New Blender: select each edge one by one (17 clicks), ctrl+E, mark seams
> => 17 edges marked in 19 steps
> > Or shorter version: ctrl+tab, click Vertices, select first vertex,
> shift+select last vertex, W, select vertex path, click one of the options,
> ctrl+E, mark seam => marked in 9 steps
> > 3. Marking edges around a selected group of polygons:
> > Old Blender: ctrl+E, mark border seam => 2 steps
> > New Blender: ctrl+E, region to loop, ctrl+E, mark seam => 4 steps
> > 4. It's not possible any more to select a separated object part in
> edit/face mode by ctrl+L, because the linked selection stops at the UV
> borders. (AFAIK it bases on selection mode, still - it's disturbing...)
> > 5. The UV in edit mode does not work together well with the Save UV Layout
> script when it comes to complicated objects with multiple materials and
> mapping. It results either in empty faces, or in just some few single faces,
> or in mapping the whole object at once despite different mapping groups.
> >
> > As 6. I would add, that it's not possible any more to switch between Edit
> and UV Select modes for complicated hide/unhide or selection operations.
> Without this, making UV maps for more complicated models is pure pain in the
> ass...
> >
> > We really appreciate your hard work, so please don't get us wrong - but
> this little step for a developement was one huge step backward for UV
> mappers. I hope there is possibility to put UV Selection Mode back in new
> releases - let it just be there, while it works ok.
> >
> > Sincerely yours.
> > JK.
> >
> > PS. Sorry for my english - it's not so bad in a daylight, but in middle of
> night it's worse...
> >


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