The following usage scenarios lead to different results:
preassumption: a Mesh object exists and NO UVTexture exists
Scenario 1:
1.) go to edit mode
2.) DESELECT all vertices
3.) Mesh -> unwrap -> Reset
4.) SELECT all vertices
5.) Mesh -> Unwrap -> Follow active (quads)
scenario 2:
1.) go to edit mode
2.) SELECT all vertices
3.) Mesh -> unwrap -> Reset
4.) Mesh -> Unwrap -> Follow active (quads)
I added a .blend file, which contains 2 objects, one for scenario 1, another one for scenario 2.
The difference appears, when you look at the UV-editor. The map is somewhat rotated by 90 degrees
and the mesh points are mapped differently
Is this different behaviour intended, or is it a bug ?
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Interestingly the script which i have added to the closely related thread
behaves like scenario 1 (excluding step 5).
My main question is: How can we make the script behave like scenario 2, which
creates the results, which i want ?
From some of the scripts I’ve read, people work around these sort of problems by
making Blender go “silently” into edit mode,
saving the user selection in a list,
selecting / deselecting all (which ever is needed),
doing their operation,
restoring the user selection, and
restoring the user’s edit mode state
A bit of a workaround, but it’s doable. That way, your user won’t need a specific selection + edit mode state, and will never know that there was any selection going on in the script.
It is an inconsistency which makes a script behave a bit different than expected. In that sense it is is not per se a big problem, but if you don’t know about the different behaviour when scripting, indeed it becomes a problem of understanding and teaching “if you script you must be aware, that the world turns upside down …” I personally hate such things, which tend to blow up to realy hard to solve problems over time. So better get rid of them as soon as possible
@ThatSoundAgain: yes, i have seen such a workaround too. And i tried to use it. But as the inconsistency turned out to be laying very deep down in the program core, it wouldn’t help. But i meanwhiole found another solution: I simply rotated the UV-map by 90 degrees. Which is inconveniant but it works. We have filed a bug report and as far as i was told, it has been approved and it may be fixed soon. Meanwhile i rotate my uv-texture by 90 degree