[Bf-committers] Map Camera Coordinates to UV layer patch

Christopher Cherrett stuff at trackingsolutions.ca
Thu Nov 12 03:25:56 CET 2009


-------- Original Message  --------
Subject: Re: [Bf-committers] Map Camera Coordinates to UV layer patch
From: Matt Ebb <matt at mke3.net>
To: bf-blender developers <bf-committers at blender.org>
Date: 11/11/09 14:36
> On 12/11/2009, at 2:53 AM, Roland Hess wrote:
>
>   
>> As we all know, moving the camera even a little can wreak havoc with
>> sticky coordinates during camera mapping. The old
>> solution is to make sticky coordinates, then "bake" them to  
>> traditional
>> face-based uv's with a python script.
>> Not a bad plan, and it sure beats fighting with the UV Project  
>> modifier.
>>     
>
> I disagree, this is precisely what the UVProject modifier is for. the  
> less we can rely on the ancient, clunky and destructive 'sticky', the  
> better (I'd be happy to see it go entirely). I've never had problems  
> with UV Project, perhaps you could share what problems you've had with  
> it and then if there are issues, we can fix it.
>
> cheers,
>
> Matt
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>   
The main issue I have with UV Projection modifier is that in order to 
have it bake to a uv layout that you can paint over you have to jump 
through some crazy hoops. If you apply the modifier it projects to view 
which is useless if you would like to paint the backside of the object.

Briggs walked me through a very complex setup about 6 months ago to bake 
to a custom defined uv layout that I had made. That was good but after 
leaving it for a few months there is no way I could duplicate it. I did 
not understand the reasoning behind why it was so hard to do but Briggs 
described it as two sepearte systems not communicating well.

Ideally you could bake what is projected to a UV layout.



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