what do you want for UV calculation

asking you the way you want to have it?
http://mitglied.lycos.de/mosebjorn/uvmapping/goon1.html

deeper view in this:
https://blenderartists.org/forum/viewtopic.php?t=18945
https://blenderartists.org/forum/viewtopic.php?t=18871
http://www.blender.org/modules.php?op=modload&name=phpBB2&file=viewtopic&t=2529

I love the work you are doing and the Uv unwrap options in buttons window is awesome. Also as more of a visual person I liked Torqs’ 3d Window “calibration circle” thing from thr blender.org thread. probably something that could be implemented once all options and features were done.

I am already happy with what you nave done so far for Blender’s UV editing. Now does the new feature allow us to have better control of the radius of the projection and so forth?

Bjornmose, you may like to post your build in the new Testing Builds forum on blender.org so people can easily find it and give it a try. Remember to include the date in the topic and the filename, so people know what version it is, if it’s been updated, etc. to make it easier to report bugs.

cheers

Thanks for the link!

ok, the lycos flashing ad in opera thing is really annoying

beyond that, as far as uv mapping goes I want:
a “show faces” and “show edges” option that acts similar to the 3d window

and, when people get around to it, maybe:
proportional editing

Fist thing: Thanks Bjornmose for those very good unwrapping features you´ve coded for us in Blender !!

One suggestion/question: when I´m selecting one node (with alt+RMB) in UV
Image Editor and tweak the UV´s i would like to get some information where I´am in the 3D Window on the Object too (ie.: draw that face or Vertice/Edge). That would be a great help for orientation, don´t know if it is
easy to code…

See ya, Olaf.

I do not have this screen yet at the bottom, my build is still 2004/02 I will update tomorrow.

Your work is fine. do not get so upset about it, remember everybody is here to help in whatever way that they can, not to berate and insult. You are doing this for free, for that we are all greatful. But of course for some it is never enough, developer inclued. As these things just take to many days and weeks to complete.

I do not have this screen yet at the bottom, my build is still 2004/02 I will update tomorrow.

sorry the buttons panel is only in my personal build
it is not on CVS yet (not finished)

i wanted to know if you all want it this way,
before i go on coding.

may be there are too much buttons one day?

bjornmose

Might as well. The buttons amount for all of blender are not going to be reduced anytime soon. And it looks usefull. The more the better , or something like that.

I am gonna post this over at the org site as well, FYI.

A feature request that I would like to see would be face selection by vertext group.

i.e. - assign your materials per vertex group as you would normally and assign different colours so you can see your groups. Then, in FACE SELECT mode, be able to select those faces assigned to the vertex groups and then unwrap per the proper unwrap method, (i.e. tube, sphere, etc.).

Is this a possibility?

BgDM

Forget my suggestion, I know how to do this now, thanks to M@dcow.

BgDM

Really nice feature bjornmose! Get it into BF Blender as soon as possible!

I tried you build, it works great. The only comment I have is that I would prefer a toggle button that turned the UVs to connect instead f having to press Ctrl LMB all the time. Its a great feature but it is tiring to hold Ctrl down all the time! Oh and it doesn’t work when trying to expand a selection (Ctrl Shift LMB)

Thanks for your uv tool contributions bjornmose!

I have an idea that may be useful if you have not already implemented it yet. How about a tool that drags apart overlapping uv faces so that all of the faces are on top based on the relation of the direction of their normals. Some apps call this “Relaxing” uv’s, etc.

I almost forgot, just another idea. What if the corresponding edges of uv separated areas were highlighted with a color when we selected a key? Then we could easily see where to adjust them so that the correct edges always line up for joining these back together for seamless painting. Then all we have to do is use Theeth’s UV map exporter and were in business.

Also. what about adding some kind of vertex snapping tool to snap vertexes back together for seemless painting of uv maps.

Aside from the suggestions I made on Blender.org I’d like to see a few things added. It would be nice if we could select two or more uv’s press something like alt+m and the points would automatically be scaled to zero, essentially collapsing the verts. Secondly, it would be very helpful to have the proportional vertex editing tool work in the uv window. Also, it would be cool to have the L key functionality in the UV window so we can select all of the verts connected to another one. Thanks for all your great work so far!

TorQ

could you perhaps share this knowledge with the rest of us? :slight_smile:

if I remember right!!!

Go into face mode, tab into edit mode. Select your vertex group as normal, then tab back into face mode…

its not alt+m, but s (scale), w (weld) and g (grab) if you want.

check out latest tuhopuu and you’ll have it ( without proportional )

bjornmose

After revising my code once more, proportional editing is now in Tuhopuu too. Faceselect / UV editor undo will follow later today or tomorrow.