[Bf-funboard] Split UV, Individual pivot type & Bounds constrain

Campbell Barton ideasman42 at gmail.com
Fri Aug 10 00:54:45 CEST 2012


Hi Julio. some good suggestions,

Comments inline...

On Thu, Aug 9, 2012 at 10:37 PM, Julio Iglesias <j at zafio.com> wrote:
> Hi,
>
> While editing UVs (manually packing lowpoly uvs to be precise), quite
> often I find myself in the need to separate a small number of faces
> from islands.
>
> For this, the "fastest" way I found was to:
>
> - Disable Sticky Mode
> - Deselect / Select faces again (as I usually forget to deselect
> before changing the sticky mode, and the change doesn't affect the
> current selection)
> - Separate/transform the faces
> - Change again sticky mode to "shared location" to keep editing the
> uvs "normally"
>
> Maybe there is some way I missed to make it faster? but in case there
> isn't, with a Split tool it would be just as in edit mode:
>
> - Press Y (as in edit mode, to keep some consistency)
> - Separate/transform the faces
>
> Although I would personally prefer something like:
>
> - Press ALT while transform.
>
> But I know it would be less consistent with blender usability wise.

Split UV's makes a lot of sense, this sort of thing shouldnt be so
hard to manage, committed Ykey split selection which works like mesh
editmode as you suggest.

http://markmail.org/message/5jv2qpq7bulxyxpx

A rip tool would also be really nice to have for UV's.

>
> -----------------------------------------------------------------------------
>
> Individual Pivot type:
>
> Sometimes I have to make a smaller or bigger texture than initially
> planed, then current space between islands becomes too big or too
> small, then I have to scale each island individually...
> So an "individual" pivot type would be a big help. We already have
> Invididual pivot type on Edit Mode,so it feels pretty natural to have
> it also in the UV editor. Obviously, just for Island selection mode.

Island pivots - agree would be good to have.

----------------------------------------------------------------------------
>
> Island Bounds constrain
>
> It would be also useful to have kind of an "island bound" constrain,
> where user could input a value and forget to care about the space
> between islands (including image bounds) for the rest of the uv
> editing.
> Meaning: we activate it and enter 4px as value, then whatever we do,
> we won't cross any island and all will have a separation of 4px.

Not sire about this one, depends on how the constraints are kept, but
I never found keeping UVs in the area I wanted them to be an issue
needing a feature like this.

>
> P.S.: I've to ask, is it possible to write these features as a python
> script?, or does it require "hardcore stuff"?

As a general rule for python integration:
- Any tool that runs once-off and operates on the file you can do in
python (sometimes they get a bit slow on dense geometry though).
- Some interactive tools can be written in python if they are stand-alone
- If you want to extend existing interactive tools - transform for eg,
you _cant_ do this in python, though you could write your own
transform in python that works different in some way - I wouldn't
recommend it.

- Campbell

> Regards.
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