i’m writing a file exporter from Blender to a 3d game engine.It supports texture sticky and UV coordinate mapping. I want to add ORCO (original coordinate mapping) also but i’m stuck on getting the UV coordinates. Lets say we have a cube and added a texture. Blender puts texture on the cube ‘orco’ by default. … But on which side? The visible face. Other faces are clamped. There isnt a way to get the uvs in python from Blender. So i have to compute them manually.
In summary i have to know how Blender computes uv coordinates in ORCO mode.
Thanks in advance