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2008-05-09Bugfix: unwrap pinning did not work correct with aspect ratio option.Brecht Van Lommel
2006-06-11Remove some more unwrapper debugging code.Brecht Van Lommel
2006-02-09Seam Cutting in Faceselect Mode:Brecht Van Lommel
- Mark Border Seam: mark edges on the border of face selection as seam. - Clear Seam: clears seams in selected faces. Hotkey: Ctrl+E - Alt+RMB Click: mark/clear edge as seam - Alt+Shift+RMB Click: mark/clear seams along the shortest/straightest path from last marked seam. The cost of the path also includes some measure of 'straightness' next to the typical distance to make things work more predicatble and edgeloop friendly. Note that this cuts a path from edge to edge, not vertex to vertex. That gives some nice control over the direction of the seam. Also includes: - Removed old LSCM code. - Fix updates glitches with DerivedMesh/Subsurf drawing in FaceSelect mode. Now there's a drawMappedFacesTex instead of drawFacesTex. - Minimize Stretch menu entry called Limit Stitch. - Removed the lasttface global, was being set before it was used anyway, so might as wel return from a function. - Moved some backbuf sampling code to drawview.c from editmesh, so it can be used by Faceselect and VPaint. - Use BLI_heap in parametrizer.c.
2006-02-06ABF:Brecht Van Lommel
- Improved splitting of quads, which helps to avoid some degenerate triangles. - Also improvements to choosing pins to preserve symmetry better in a few typical cases.
2006-02-05UV Editor Tweaks:Brecht Van Lommel
- Set local sticky in the uv editor as default. - Don't do live unwrap on fully selected charts or charts with no pins selected. - Fixed bug with live unwrap not respecting transform cancel in some cases. - "View Home" didn't work without an image. - Move UV Calculation settings (cube size, cylinder radius, ..) into the scene toolsettings, instead of global variables - Remove the name LSCM from the UI (and python docs on seams), and replace it with 'Unwrap', with upcoming ABF this didn't make sense anymore. - Move the Old/New LSCM switch into the UV Calculation panel. New LSCM is the default now. Also renamed LSCM there to "Conformal". - Made some room in the UV Calculation panel by removing the buttons to execute the UV calculation, only leaving the settings. Fill Holes: - LSCM now has an option to fill holes in the chart before unwrapping. This on by default, and enables two things: - Prevent internal overlaps (e.g. eyes, mouth) for LSCM unwrapping. - Allow the internal boundaries to move freely during stretch minimize. - The possibility to switch it off is there because it is not always possible to define which the outer boundary is. For example with an open cylinder where there are two identical holes.
2005-12-04More work on the new unwrapper code (orange branch):Brecht Van Lommel
- There is now a (temporary) dropdown box in the image window header for switching between the old an new unwrapper code. So to test the changes described below you need to enable the new unwrapper code. - Pinning is now more predictable, if one uv is pinned, the others belonging to the same vertex are pinned also. - Live LSCM is much faster, since the LU factorization, the most expensive part of the computation, is now stored and reused (was Jens' idea). - Packing multiple uv charts is slightly improved, by doing a binary search over the texture width. This fixes the case where all the charts are packed at the bottom of the image. - LSCM now uses an angle based formulation, and the results seem somewhat different (maybe slightly better?), didn't find out why yet.
2005-12-01Small addition to stretch minimize: with pad +/- or the wheel mouseBrecht Van Lommel
you can now blend between the original and minimized. Stretch minimizing trades conformality (= perfect squares in checkerboard texture) for a better sampling of the texture (= often not so well shaped checkerboard), so it is useful to let the user find a balance between the two.
2005-12-01Orange branch commit.Brecht Van Lommel
This commit adds new underlying uv unwrapper code, intended to be more extensible. At the moment this has a re-implementation of LSCM. This has not been activated yet, since it doesn't add anything new. What's new is the stretch minimize tool from tuhopuu. It works by selecting some some uv's in the uv editor window, and then pressing ctrl+V. The uv's on the boundary stay fixed. More stuff will follow as I port it over & fix it.