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Author Topic: Anim8or: Feature request: "Activate UV Folow" ?  (Read 4265 times)

texel

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Anim8or: Feature request: "Activate UV Folow" ?
« on: May 14, 2009, 04:40:22 pm »

Hi,

This new feature could be usefull for uv editting:

If you have a mesh with a texture and uv on vertices.
_ You click on an option (maybe called "Active UV folow")
_ And when you move one or more vertices, the UV coord of vertices are updated in order to move in the texture space in the same relative distance (using the previous UV coord of all vertices of the same face).

example:
http://texel3d.free.fr/bugs/active_texture.jpg

I have also a question:
How do i edit the uv coord of a vertex of a face "by hand" (example: to set (0.85, 1.0) in a dialog box for a vertex ) ?
Is it possible without editing the .an8 file with wordpad ?
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Tanzim

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Re: Anim8or: Feature request: "Activate UV Folow" ?
« Reply #1 on: May 15, 2009, 08:54:56 am »

For your question: Go to Point Edit mode, face select, select the face(s) you want edit, then click on the UV button, a dialogue box will come asking: "Do you want to enable texture generation for selected object", click yes. The rest is up to you.
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texel

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Re: Anim8or: Feature request: "Activate UV Folow" ?
« Reply #2 on: May 15, 2009, 09:00:22 am »

>For your question: Go to Point Edit mode, face select, select the face(s) you want edit, then click on the UV button, a dialogue box will come asking: "Do you want to enable texture generation for selected object", click yes. The rest is up to you.

No. With your solution i can move and scale the texture with the mouse. It's not accurate. I can't enter the value i want for uv using my keyboard.
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Tanzim

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Re: Anim8or: Feature request: "Activate UV Folow" ?
« Reply #3 on: May 16, 2009, 04:09:00 am »

I read "by hand" and thought that's what you meant, sorry mate.
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odp04y

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Re: Anim8or: Feature request: "Activate UV Folow" ?
« Reply #4 on: May 16, 2009, 09:51:47 am »

It would be good if manually entering the values were possible for UV Mapping and weight painting in figure mode.
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Veggiet

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Re: Anim8or: Feature request: "Activate UV Folow" ?
« Reply #5 on: May 17, 2009, 05:35:03 am »

What I'd like to see is a feature integrating procedural textures, textures having 3d coordinates.
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hihosilver

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Re: Anim8or: Feature request: "Activate UV Folow" ?
« Reply #6 on: May 17, 2009, 11:59:39 pm »

texel: I think it's a decent idea, but I don't know how well the idea would hold up.  For example, if you moved points and they updated in the UV map, they may overlap with other points, unless...
if you did it relative to other points in the model as well as relative to those same points in the UV map it may work decently.  It works for what you're showing there, where it tiles, but for things such as head models where everything is in a particular place in the UV map and the texture matches up with the texture in a particular way it may get messy.
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texel

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Re: Anim8or: Feature request: "Activate UV Folow" ?
« Reply #7 on: May 18, 2009, 05:59:25 am »

hihosilver, i don't understand where the problem could be.

You select one or several faces (which will be afected), and after a vertex (used by the faces). And when you move the vertex the UV of the same vertex move relative to the texture space of each faces for the same vertex. And if there is no "continuity" between uv of faces of the same vertex, there is not problem: you don't use this option because you don't need it.

This option do not change the texture, just the uv of vertices.

A example of use:
You create a track for a racing game. You create a road with a texture. But now you want to make the road larger, but you don't want to stretch the texture on the road (you want to keep the size of tile textures).

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hihosilver

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Re: Anim8or: Feature request: "Activate UV Folow" ?
« Reply #8 on: May 18, 2009, 07:34:23 am »

Ah I see, so this could work for those situations, but not with a mesh with either continuity or with previously set up UV's.  If you have actually UV mapped the model (in another program, as anim8or does not have the most intuitive UV mapping, you cannot actually alter where the UV's are lain out in space point by point), then points may end up overlapping which will cause strange texturing issues.

I was just stating that issue, but it seems you're saying it would be a function enabled only if you wanted it.  Though, I don't think it would actually alter the UV space, but some other feature in Anim8or that enables textures to tile.  Sorry I'm getting specific and bantering a bit as this doesn't lead much of anywhere, but I was simply getting my thoughts out on the table.
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