Age | Commit message (Collapse) | Author |
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since no additional crashes were reported!
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- 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.
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- 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.
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- 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.
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- 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.
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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.
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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.
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