[Plugin] UV Toolkit
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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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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?
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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?Can you show a little screenshot of your starting point and your desired result?
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@thomthom said:
That's the thing: what would you determine as centre of face for something like this? (or top,left,right,etc...)
There's a 'Center of Gravity' script somewhere - 'centroid.rb' - by TBD that adds a cpoint at the CoG of a face.
I can't find it so here it is againcentroid.rb -
See image in my updated post above.
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@pixero said:
See image in my updated post above.
Can you show that with hidden geometry on so I can see the mesh?
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Here's another one with hard edges and lighter texture.
It would be useful for things like trees, railings, plumbing...
Here the texture is applied vertical but should of cause follow the direction of the branches.
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The thing is, is's hard to determine the direction here. As far as I can see, there's no quad faces in that three, instead lots of triangles. The longest side of each triangle isn't necessarily the direction you want.
I now understand what you want. But ... it ain't easy. Trying to create predictability in organic shapes...
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To me it look like it's the direction of the second longest side in the triangles.
(Not the hypothenuse) -
@pixero said:
To me it look like it's the direction of the second longest side in the triangles.
(Not the hypothenuse)If that is the rule throughout everything you use it one, then that could work.
But note, you would not get seamless texture between each triangle, in any case. -
I know I'm coming in quite late on this thread but if I may comment anyway... just having some rather basic adjustments to the texture position on multiple selections would be a real time saver for me. There are many situations where I find I must first snap the red pin to a corner before I do a rotate and when I'm in that situation it almost always involves repeating the task. For example, take a model of a street intersection and the task at hand is to texture the gutter. The texture shows some moisture that should be closest to the curb. For every face, from the straight street thru all four curves of the intersection, each face in the gutter has to have the edge of the texture that's "moist" moved up against the curb. Same for the curb, the texture has to have the "moist" pixels down next to the gutter. That's a red-pin snap-to-corner for every face and a rotate for many.
So for me, doing a select some faces and do a snap-red-pin-to-lower left vertex, and a select some faces and do a rotate-texture-90d to would turn an ordeal into a 10 second event.
I find I often have the same sorts of problems texturing and set of radial oriented faces -- you need to get the red pin moved to a corner vertex before rotating to align the texture on the axis of the edges originating at the center point.
From such a basic beginning perhaps there might spring a more sophisticated tool but wanting the perfect shouldn't prevent the creation of the good-enough-for-now.
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THOM YOU DID IT!
You solved my problem!(for now)
Expect a crate full of "cookies*" by your door soon(if I could find a way, don't be disappointed though)
*Cookies can be substituted for beer, remember?
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