moving, scaling and rotation of the uv space would act just like the free transform tool in photoshop, if you move close to the corner you get scale for both axis, move away from that point and you get the rotation tools etc.

Just a thought.....
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Neil Protagonist
FX Monkey
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04-26-2004 15:20
I had an idea for a simpler way to surface objects when using textures that are not one for one on the face (i.e. multi-texture cards etc)
moving, scaling and rotation of the uv space would act just like the free transform tool in photoshop, if you move close to the corner you get scale for both axis, move away from that point and you get the rotation tools etc. ![]() Just a thought..... _____________________
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Oz Spade
ReadsNoPostLongerThanHand
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04-26-2004 15:26
I endorse this, would really help out with texture editing on objects.
![]() Nice work on that example too. _____________________
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Catherine Omega
Geometry Ninja
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04-26-2004 15:34
I'd support alternate texturing modes. It'd make things a lot easier when modelling smaller objects.
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Kex Godel
Master Slacker
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04-28-2004 11:36
Very cool. Yes please
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Tiger Crossing
The Prim Maker
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04-28-2004 12:09
It would require adding up to 64 more int values to the description of an object. Since we can't even get them to increase the precision of the Top Size X and Y by a decimal place or two, I can't see them adding THAT much to a prim's description.
It would be nice, though. Heck, I'd settle for SL not skewing textures on the sides of prims that have had their Top Size reduced. That bug's been there since day one and has NEVER been addressed. ![]() _____________________
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Neil Protagonist
FX Monkey
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04-28-2004 12:31
It would require nothing new.
Its just a visual means for editing the values we edit numerically now. All this would do is per face set the uv offset and scale values as well as the uv flipping values, nothing new that I can think of. _____________________
"Control the things you can control, maggot. Let everything else take a flying f**k at you, and if you must go down, go down with your guns blazing." -Cort
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Lumiere Noir
Ivory Tower Dweller
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04-28-2004 13:54
I would so love to see this!
This would add so much more precision to texture work *drooling...oh my gosh what I could do with this.... <seventeen lines of sheer, unalloyed drool removed from this portion of the post because it was so redundant and contained such mindless lust over a feature suggestion. Really! You people! --Forums Editor> Yes please please please! Lumi _____________________
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Tiger Crossing
The Prim Maker
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04-29-2004 07:41
Originally posted by Neil Protagonist It would require nothing new. Its just a visual means for editing the values we edit numerically now. All this would do is per face set the uv offset and scale values as well as the uv flipping values, nothing new that I can think of. ![]() I thought you wanted freedom to set each face's corner UV point individually. ![]() How would your dialog handle oddly-shaped prim faces, like the surface of a torus? _____________________
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Neil Protagonist
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04-29-2004 16:47
The torus should mapped cylindrically around its own central axis (picture a piece of paper rolled in a tube and then that in turn roled along the opposite axis to form a torus, that should be the uvs for it.) but when its unwrapped it would look just like a rectangle with a bunch of lines in the center of it (Figure 1) which would be handled just fine by the proposed editor. Unless they are mapping it funkily.
Fig. 1. _________ |__|__|__| |__|__|__| |__|__|__| |__|__|__| |__|__|__| _____________________
"Control the things you can control, maggot. Let everything else take a flying f**k at you, and if you must go down, go down with your guns blazing." -Cort
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