diff options
Diffstat (limited to 'source/blender/python/api2_2x/doc/NMesh.py')
-rw-r--r-- | source/blender/python/api2_2x/doc/NMesh.py | 16 |
1 files changed, 16 insertions, 0 deletions
diff --git a/source/blender/python/api2_2x/doc/NMesh.py b/source/blender/python/api2_2x/doc/NMesh.py index 99dbe9f3790..d5a1de54f81 100644 --- a/source/blender/python/api2_2x/doc/NMesh.py +++ b/source/blender/python/api2_2x/doc/NMesh.py @@ -164,6 +164,13 @@ class NMVert: @cvar uvco: The vertex texture "sticky" coordinates. @type index: int @cvar index: The vertex index, if owned by a mesh. + @warn: There are two kinds of uv texture coordinates in Blender: per vertex + ("sticky") and per face vertex (uv in L{NMFace}). In the first, there's + only one uv pair of coordinates for each vertex in the mesh. In the + second, for each face it belongs to, a vertex can have different uv + coordinates. This makes the per face option more flexible, since two + adjacent faces won't have to be mapped to a continuous region in an image: + each face can be independently mapped to any part of its texture. """ class NMFace: @@ -186,6 +193,15 @@ class NMFace: @cvar transp: Transparency mode bit vector (see L{NMesh.FaceTranspModes<FaceTranspModes>}). @cvar uv: List of per-face UV coordinates: [(u0, v0), (u1, v1), ...]. + @warn: Assigning uv textures to mesh faces in Blender works like this: + 1. Select your mesh. + 2. Enter face select mode (press f) and select at least some face(s). + 3. In the UV/Image Editor window, load / select an image. + 4. Play in both windows (better split the screen to see both at the same + time) until the uv coordinates are where you want them. Hint: in the + 3d window, the 'u' key opens a menu of default uv choices and the 'r' + key lets you rotate the uv coords. + 5. Leave face select mode (press f). """ def append(vertex): |