tuhopuu windows (04/06/18) CVS plus UV texture paint

User-contributed CVS development builds. Please test and give feedback!

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TorQ
Posts: 29
Joined: Wed Jan 29, 2003 2:03 am

Post by TorQ » Thu Jun 24, 2004 7:24 am

OH MAN. Its only THE COOLEST auto-unwrap EVER! Man get with the times! :)


TorQ

bjornmose
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Location: Denzenberg, could walk to Hölderling-Tower
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Post by bjornmose » Thu Jun 24, 2004 9:22 am

modron wrote:ok but what is LSCM? :?:
Least Squares Conformal Mappings
some papers ?
--> http://www.loria.fr/~levy/publications.html :)

BM

samiben
Posts: 0
Joined: Mon Jun 28, 2004 4:36 pm

lscm

Post by samiben » Mon Jun 28, 2004 4:58 pm

Hi, congratulations for your work.
I 'm trying to use lscm, it is the best method i found for no pain uv mapping but i have an issue
http://sami.b.free.fr/testLscm.jpg 48 Ko
i don't know if it's my adjusting or the way it works, my uv map is not vertical like the mesh (this is the front view)
An other question : will lscm be in the 2.34 ? it's just so cool i don't want to use "from window" again.

Sami

bjornmose
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Location: Denzenberg, could walk to Hölderling-Tower
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Re: lscm

Post by bjornmose » Tue Jun 29, 2004 11:46 am

samiben wrote:Hi, congratulations for your work.
I 'm trying to use lscm, it is the best method i found for no pain uv mapping but i have an issue
http://sami.b.free.fr/testLscm.jpg 48 Ko
i don't know if it's my adjusting or the way it works, my uv map is not vertical like the mesh (this is the front view)
An other question : will lscm be in the 2.34 ? it's just so cool i don't want to use "from window" again.

Sami
that is what "pinning" in UV-editor is for :)
(telling LSCM which UVs to keep)
BM

wiseman303
Posts: 12
Joined: Wed Dec 04, 2002 8:14 am

Post by wiseman303 » Fri Jul 02, 2004 3:54 am

That's great bjornmose, I'm glad Blender's texture paint is finaly getting some new features :D

The features I've most wished for when using texture paint were.
- Ability to adjust the hardness/softness of the brush.
- Loading grescale images as brushes.
- Drawing straight lines.
- Undo
Everything in that list has already been mentioned above, so I guess I'm not the only one who's wished for those features :)

[EDIT] Oh yeah, how hard would it be to impliment the add, subtract, and multiply paint modes in texture paint? They already work in vertex paint.

microman
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Joined: Wed Oct 16, 2002 4:52 am
Location: Oregon
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Post by microman » Sat Jul 03, 2004 10:36 am

if it posable one of the most groundbreaking enhancements of the game engine would be to ad contraints

for an example: if i whant to make a driving game and i whant to make the wheels seprate than i could conect the wheels to the chasis and when i press the up key the wheels spin and the car trust forward

or if i whanted to make a ragdoll person and hanghim from the celing

or make a door on hinges and it open on an impact dynamicly

does anyone know what i mean?

would u be able to do that?

some good, basic, contraints would be

-hinge
-pin
-dashbot (like a spring or car shock)
-ragdoll (to simulate knee, elbow, neck, hip movement in a limp body)
-ext.

well if anyone does thist it would improve blenders game engine dramaticly

thanks for reading

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