Please, give us drag/rotate/stretch handles for textures :)
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Unhygienix Gullwing
I banged Pandastrong
Join date: 26 Jun 2004
Posts: 728
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09-05-2004 11:53
Ok, I don't know how many times I'm working with a texture, and can't seem to get it quite right. After flipping it, rotating it, stretching it, etc, I don't remember which was is vertical or negative, positive/negative.
It's good that I can use the number boxes to describe with GREAT precision exactly how stretched, rotated or offset I want my texture. But I can't help but think how much easier it would be in many cases, if I could drag it with handles the same way that I can re-position, rotate and stretch a prim's shape.
Please, Lindens:
Implement a feature that when I use "Texture Select", it brings up rotate/drag/stretch handles on that texture. Let me use the same keyboard shortcuts as with the Position handles.
Please?
PleasepleasepleasePurtyplease?
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Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
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09-05-2004 13:14
GREAT IDEA! Give this man a cookie!
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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09-05-2004 13:59
:gives Unhygienix a cookie: Excellant idea!  ==Chris
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Unhygienix Gullwing
I banged Pandastrong
Join date: 26 Jun 2004
Posts: 728
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09-05-2004 18:32
-munches cookie-
mmmkeeeyyyee, can I have.....-munch, munch-.......'velepore bonus too?
Oh, and another cookie
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Daemioth Sklar
Lifetime Member
Join date: 30 Jul 2003
Posts: 944
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09-05-2004 19:14
I can't BELIEVE this idea hasn't been suggested before. GIMME GIMME GIMME!!!!!!!!!!!! I even broke my 3 ! limit!
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Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
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09-06-2004 01:08
Yes please! I'm not sure how it would work for stretching textures without ignoring tiling, but at the very least it would be great to be able to move the texture on the surface with the mouse.
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Azelda Garcia
Azelda Garcia
Join date: 3 Nov 2003
Posts: 819
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09-06-2004 01:42
Hmmm, this is a cool idea.
Question: could you describe in detail how it would work? For example, imagine it's stretched to twice normal scale, would you display the whole stretched texture or just the bit thats visible on the object? Where would you put the drag handles? If you then scale it a bit, what happens to the drag handles?
Azelda
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Unhygienix Gullwing
I banged Pandastrong
Join date: 26 Jun 2004
Posts: 728
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09-06-2004 03:04
Hmmm, I could be mistaken on how to work this, but I think that the Texture-Handling should work off the Texture Target which already comes up. Worst case scenario is that you're useing a texture which is much bigger than the prim face you're working on, and the texture is offset, so you can't see the target at all. I'd like to see a "phantom plane" show, when you go into Texture select, which shows the side of the full texture relative to the prim face you're working.
Think, a cube, and when you go in to Texture Select, a "phantom plane" shows the full size of the texture yo're working with.....drag and drop would be viea the target drawn in the center of the texture, and the lines that extend outward from it.
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Khamon Fate
fategardens.net
Join date: 21 Nov 2003
Posts: 4,177
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09-06-2004 08:17
From: someone Originally posted by Unhygienix Gullwing Think, a cube, and when you go in to Texture Select, a "phantom plane" shows the full size of the texture yo're working with.....drag and drop would be viea the target drawn in the center of the texture, and the lines that extend outward from it. this is definitely the way to do it. it'll allow you to move the large texture around and get exactly the area you want over the prim face. ditto on the whole great idea routine
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Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
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09-06-2004 08:27
that would be nifty
also some kind of texture alignment thing, so I don't have to get out my calculator when I am doing flooring... that somehow seemed to happen automatically last year when I was building a big ship, I could select a bunch of textures on the same plane and I think if I set the repeats per meter it tiled it perfectly, even though the prims were not the same size... but now either it's gone or I forgot how to do it.
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Neil Protagonist
FX Monkey
Join date: 11 Jul 2003
Posts: 346
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09-06-2004 14:49
I agree, better texture tools would rock. I said everything I needed to say about it here.... /13/f7/13123/1.htmlNot exactly the same but similar. I wholly endorse better texture tools, the ones we have now are bulky.
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Spider Mandala
Photshop Ninja
Join date: 29 Aug 2003
Posts: 194
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09-06-2004 15:47
boy do I feel old... While I know this is a great idea... I can think of a billion places this would be SO cool, make work exponentially faster make things look a million times better, its like... giving up a slide ruler.
I KNOW how the old system works, I kind of like it being arcane and bulk and difficult to use... ugh... I just know in 60 more years Im going to be the one saying "NO Im not giving up my old sub dermal neural interface, you kids dont know how easy you got it! my old implant has worked just fine for 50 years and Im not switchin'!"
So yes.. implement this idea, please.. so I can enjoy it and not feel old.
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winston Moseley
Registered User
Join date: 16 Sep 2004
Posts: 4
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09-29-2004 10:38
the sooner this is implimented the better as some of the prims once you deform them are near impossible to map textures onto properly
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Morgaine Dinova
Active Carbon Unit
Join date: 25 Aug 2004
Posts: 968
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09-29-2004 10:54
From: someone Originally posted by Unhygienix Gullwing Implement a feature that when I use "Texture Select", it brings up rotate/drag/stretch handles on that texture. Let me use the same keyboard shortcuts as with the Position handles. Totally excellent idea! From: someone Originally posted by Unhygienix Gullwing Think, a cube, and when you go in to Texture Select, a "phantom plane" shows the full size of the texture yo're working with.....drag and drop would be viea the target drawn in the center of the texture, and the lines that extend outward from it. And yes, that's exactly how it should work! No more guessing games, show us the full texture and show us the equivalent prim area being mapped onto it. While it's nice to generate an interesting artistic texturing by sheer fluke, I think most people would prefer to see what's going on rather more clearly.
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Daemioth Sklar
Lifetime Member
Join date: 30 Jul 2003
Posts: 944
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09-29-2004 11:52
I still think this idea is the epitome of Texture Heaven, so I am re-endorsing this idea.
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