[Plugin] UV Toolkit
- 
To add a hotkey to?
Since SU already has a rotate method I haven't made one myself.
But you can't assign a hotkey to it. That is one reason why I have considered recreating my own function. But it haven't been high up on the list.
 - 
Looking at your UV Tools, you are shifting the positions of points in 2 arrays. Is it as simple using a rotation on the arrays (around face.normal at face.bounds.center, maybe) instead of shifting? I'll try that.
 - 
I don't quite remember what I did. But what I do is somewhat special for quad-faces with textures stretched to fit.
Think you need some different handling for a general rotate method... - 
It works for square textures (where the image is square) but distorts rectangular ones.
 - 
I think what you need to do is sample four points in a quadratic formation of the face's plane and then shift the 3Dpoints.
 - 
@pixero said:
First, an option to keep the scale of a texture when rotating.
That's a mighty small image there... can't see much what's going on.
The rotate feature is meant for textures stretched to fit quad-faces. Special purpose rotate. SU already got rotate methods built in - When you activate SU's texture gizmo - you have a Rotate sub-menu.
 - 
Here's my two requests for a great tool:
First, an option to keep the scale of a texture when rotating.

Second, add it to the right click menu for easier access.
Edit: Fixed the image size.

 - 
Still its great to be able to select a bunch of faces and rotate at the same time.
You cant do that with SU's build in tools can you? - 
@pixero said:
Still its great to be able to select a bunch of faces and rotate at the same time.
You cant do that with SU's build in tools can you?No you can't. Good point. I could add that feature.

 - 
I'm using it to rotate the texture on leaves on trees so doing it manually isn't an option.

And don't forget the right click menu...
 - 
Only thing though, about which points should it rotate...?
 - 
Can't you just swap the UV "scale"?
I mean like it is now but with an option to keep the scale on the X and Y axis.
(Rotating the points so that Points A,B,C,D would be D,A,B,C or something like that.) - 
There is no such fixed points. The one for the quad-faces works like that because you can use the four vertices of the face. But you can't do that when you have differently shaped faces and/or want to preserve scale.
With SU, you have to generate the set of points yourself and query the face. So when rotating, I need one anchor point.
 - 
hm... or maybe it won't be a problem.... hmm
 - 
Ok, what would you suggest.
Center of face? Or a window where you can choose like in Profile Builder?
 - 

That's the thing: what would you determine as centre of face for something like this? (or top,left,right,etc...) - 
Center of bounding box maybe?
 - 
@thomthom said:
[attachment=0:3sro2dfg]<!-- ia0 -->centerofface.png<!-- ia0 -->[/attachment:3sro2dfg]
That's the thing: what would you determine as centre of face for something like this? (or top,left,right,etc...)What kind of a quad is that, Thom?

 - 
 The exotic kind. 
My point was - that when you don't deal with regular quad-faces - it's much harder to predict desired result.
 - 
The thing is - would picking the "centre" (however it's defined) be any different, as just picking the first vertex I can get? At all seem rather arbitrary in terms of the result.
 
Advertisement