August 6, 2002
at 12:00 pm /
#15853
]In texture application there is no andquot;x,y or zandquot;. Only U and V. You could say that U and V are equivalents of X and Y and should be contrained as though they were X and Y. I never viewed it from that perspective. It is something that I could look at for the future.
Oh, I know that. It’s just that having the XY constraint buttons work in that scenario seemed such a natural idea that I was rather baffled when it didn’t work.
]It can’t respect texture cropping. It is the nature of UV mapping. This isn’t possible.
Actually, it is. Just not in the way one would expect. For instance, let’s say I have a 64×256 strip along the bottom of my 256×256 texture, and I want to tile just that 64×256 strip across a face. I select that 64×256 region in the cropping box, and then paint a face.
What I’d have expected it to do in an ideal world would be to constrain the V components of the face in question so that it stayed between V 0.75 and V 1.0, and ignore the U cropping at 1.0 if the flat mapping option wasn’t Size To Fit. Bam, a tiling cropped texture.
Actually, come to think of it, I might be able to do a plugin with a Viewport control for this sort of UV voodoo. I’m the skinmeister of the forum, after all.
]Try the andquot;Object Cleanerandquot; script. It believe it optimizes the way you would like.
Actually, that script drives me insane by welding certain UVs without my permission. I’m a big fan of tightly packed textures, and I actually go to the trouble of doing the math on them. I don’t like it when I calculate UV cropping regions to the exact pixel, and Object Cleaner starts snapping together UVs that I fully intended to be separated by 0.039 units (which is one pixel width in UV units at 256×256).
]Center mouse button dragging on an object will rotate around that object rather than the scene’s origin. If you don’t have a center button, you could change the location of the grid (though that may be akward if you have many objects).
Do what? That’s a little awkward. I want to rotate around the *camera’s* axis, not an object’s.
I want to go through my level like a miniature interior decorator and be able to look directly at walls while squealing andquot;Beige! Beige! Oh yes, beige would be SOooOoo per-fect here!andquot;
Well, maybe I wouldn’t actually say that, but I’d sure like to rotate around the camera’s axis. It’s more intuitive.
]If you move a point with Snap To Grid on it will snap to the grid. If you don’t move a point they shouldn’t snap. If you have an example where this happens let me know.
It tends to happen when I copy/paste objects. It’s also happened while cloning…as soon as it happens, a lot of stuff suddenly snaps apart a little bit.
What I did was drop a cube on the scene, scale it to 10×0.1×10, drop another cube, scale that to 10x3x0.2, and move that to the side to make a wall. Then I’ll copy the wall, paste it into the scene, and line that up on the other side. Sometimes it pastes at an angle, or one end is tapered and the other’s skewed. Basically, it misbehaves.
-Mel Ebbles