[Plugin] UV Toolkit
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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.
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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.
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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.
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@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.
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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.
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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.
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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...
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Only thing though, about which points should it rotate...?
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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.
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hm... or maybe it won't be a problem.... hmm
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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?
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@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?
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The exotic kind.
My point was - that when you don't deal with regular quad-faces - it's much harder to predict desired result.
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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.
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@pixero said:
Would it be possible to have an option for it to automagicly recognise the lenght direction based on witch side is longest on a quad and rotate it to match that.
Like if I want to rotate some UVs on a branch to line up the texture with the trees branches length direction. Would be cool.
Am I making myself clear?Are we talking about rotating on quads strictly? I was under the impression this would be a general purpose rotation.
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