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Diffstat (limited to 'source/blender/python/api2_2x/doc/NMesh.py')
-rw-r--r--source/blender/python/api2_2x/doc/NMesh.py16
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):