Posted: Thu Dec 01, 2005 7:02 pm
will the final (released) source be patchable with the baker patch?
This is no bug .. though a little hard to understand. Where ever faces meet there is not only one UV "vertex'" but one for every face. Obviously you did not pin them all and you are sometimes trying to pull a unpinned UV. So if you did not pin and select all of them LSCM will happily put 'em back where it thinks is the best place. In fact this feels like not beeing able to move the vertex.
Note : There are some selection modifiers in menu to make sure you get all the UVs you want. Just for all of you who wondered what that "sticky" select options are for Smile
Works for me.blazer003 wrote:When border select is activated (either box select or cursor select), alt+select doesn't deselect vertices. Bug, or new way of doing things?
Here's something from the Orange site:bmud wrote:I couldn't find a "live LSCM" feature anywhere in the new feature docs, the wiki, or just browsing around in this test build. What should I be looking for?
Ok, I deleted my b.blend file and it worked. Don't know why that caused it, but thanks for the feedback.Burre wrote:Works for me.blazer003 wrote:When border select is activated (either box select or cursor select), alt+select doesn't deselect vertices. Bug, or new way of doing things?
Holy Carp that's amazing. As for the 3dsmax that someone posted on the orange site, I guess good for them finally realizing that for years their UV mapping window sucked arse...Auteuro wrote:Here's something from the Orange site:
Theeeth! Nooo! I'm really looking forward to that tool! Regardless of how soon the new game engines will be released, I'm aching for that tool like nobody's buisness. Seek help if you're having trouble with the code.Theeth wrote:The vertex color to uv image baker you mean? It didn't. Not enough testing and code review (the code is a bit shaky).
Having to export to radiance alone is annoying. And then there's that whole "you have to have a copy of AutoCAD for it to work" thing. That's a totally different can of wormsRadiance export is not good way to render a float point stuff ...
I don't feel its nitpicking - changing the snapping modifiers for example is not a good idea. I depended on having different snapping levels like that.MikeMLP wrote:I definately think that some of the behavior of the old loop cut system is better than the new.
Ctrl R-> left click. Now look at the info bar. Percentage is listed as a value between -1.000000 and 1.000000. It seems to make a lot more sense to have this look and act like the old system (2.37a), where the percentage is between 0% and 100%.
Also, holding Ctrl on the new system causes it to snap to the eqivalent of 5% snaps. holding shift results in the same sort of behavior as the old system, but holding both control and shift together is now the same as holding just shift. It would make a lot more sense for this to work like the old system, where holding Ctrl snaps to 10% intervals and holding Ctrl and shift together snaps to 1% intervals.
The old system also showed (s) for smooth, (f) for flip side, and (p) for proportional in the info bar. I already know these combos, but new users will have no way of knowing of these functions. They could always look it up, but why remove it when it was there and helpful before?
I realize that this is really nitpicking, but there is always room for improvement. Does anyone have an opinion on this?
I think this "mode" needs to be more clear. The best thing would be to have a light color change on the loop when hovering over it with Alt held down.LetterRip wrote:They are still there but they are 'unified' now. Alt RMB will select a vertex/edge/face loop based on whether you are in vert/edge/face mode.