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author | Martin Poirier <theeth@yahoo.com> | 2003-12-28 22:59:06 +0300 |
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committer | Martin Poirier <theeth@yahoo.com> | 2003-12-28 22:59:06 +0300 |
commit | 2eed0e54ef55760d9d7c46e25d2ac11fd2228550 (patch) | |
tree | dd9273d0123753e1fbe02e1af48895e2d367b6f7 /intern | |
parent | d2f725ef86083cf7234dcd4f4b19576e1cf85191 (diff) |
bjornmose's UV mapping patch
two new options to uv auto calculation:
"from window to shere", "from window to cylinder".
the differences to sphere/cylinder mapping as is:
1. the around settings of the 3D view sets the projection center
2. the origin of the polar/spherical coordinate system always points out of the screen.
so the rotation of the view affects mapping.
3. in the cylinder case the radius of the projection cylinder is read by a popup button.
Basicly what you need to do is rotate the viewport until the cylinder/sphere is aligned with the depth (Z axis) of the view, as if you where looking through the mesh from one end to another (makes more sense in the case of a cylinder), and choose the From window to cylinder/sphere mapping option.
Diffstat (limited to 'intern')
0 files changed, 0 insertions, 0 deletions