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Here is my first full model
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fik
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Joined: 11 Oct 2006
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PostPosted: Mon May 31, 2010 12:37 am    Post subject: Reply with quote

Hope this helps EDIT* link further down thread*
Sorry took longer than I said to correct. I hadn't tested that one very well had I Embarassed
I have added options to map to all axii now Very Happy


Last edited by fik on Tue Jun 01, 2010 9:20 pm; edited 1 time in total
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Jeroen
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PostPosted: Mon May 31, 2010 8:49 am    Post subject: Reply with quote

Excellent work there Fik! Very Happy I'm sure AWM and others will benefit from this. Smile
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AWM Mars
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PostPosted: Mon May 31, 2010 9:06 am    Post subject: Reply with quote

fik wrote:
Hope this helps http://www.mediafire.comdownload.php?olqqjzn2nzy
Sorry took longer than I said to correct. I hadn't tested that one very well had I Embarassed
I have added options to map to all axii now Very Happy

The link produced a 404 Sad
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fik
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PostPosted: Mon May 31, 2010 10:09 am    Post subject: Reply with quote

Thats odd somehow a slash got lost try this Edit** corrected link further down thread**

Last edited by fik on Tue Jun 01, 2010 9:21 pm; edited 1 time in total
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AWM Mars
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PostPosted: Mon May 31, 2010 10:58 am    Post subject: Reply with quote

That worked Smile

I like the new abilities of the plugin.... but I believe the orginal error still exists. I created a couple of screen shots which shows the texture orientations.


As you can see, both the Y projections work, but compared to the orginal texture on the left in the UV mapper window, they are both flipped in the 3D window. I think somehow the projection is using a mirror of the image to begin with.

I do like the new features though, that will come in very useful and make my workflow, and no doubt others, a lot quicker Smile
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fik
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PostPosted: Mon May 31, 2010 3:02 pm    Post subject: Reply with quote

Thats odd as I get this when using +y projection
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AWM Mars
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PostPosted: Mon May 31, 2010 5:41 pm    Post subject: Reply with quote

Yes you would, you are using a Cube and all sides are equal.... I'm using a mesh with vertices of a scrambled nature, do you see how the mesh is showing in the UV editor and 3D window, but they have changed orientation in my pictures?

Actually, I'm wondering if this IS a issue/bug with your plugin or the DeleD UV editor?
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fik
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PostPosted: Mon May 31, 2010 7:29 pm    Post subject: Reply with quote

Yes I see in your images that texture is mirrored.

I have tried with a more complex and mishappen mesh and I still get what I showed in images.
Could you show 3d view image with selection Gizmo active this may help me see what is happening.

I think it is something I am doing as I could find no info on what axis should be considered
mapped to U and V axii so have chosen what I think makes sense to match UV view, taking
into accout that UV co-ords are from top left and XYZ axis co-ords are form bottom left.
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AWM Mars
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PostPosted: Mon May 31, 2010 11:23 pm    Post subject: Reply with quote

I've created this series of screen shots. The two top ones are standard views showing the mesh textured with the standard UV mapper. Underneath are the Y+ & Y- Projections. Whats interesting is, both the Y projections are upside down (flipped/mirrored) to the standard view.

I hope this helps, short of dropping you the mesh and texture, which I can do if that would help. Smile

What I was having to do is, once I'd set the projection to the Y axis, in the UV mapping window, I would have to rotate the mesh 180 degrees to get it to the same way up as the model. I see you have fixed that, but now the texture is upside down still, and previously, mirrored, which can be corrected by using + or - versions Smile That was a good extra to add to a good tool.
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AWM Mars
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PostPosted: Mon May 31, 2010 11:40 pm    Post subject: Reply with quote

I added this, rather than edit the previous post as the forums appear a bit laggy today.
I have noticed also that, with a mesh like this i.e. 3D, one side of the mesh is mirrored to the other. When projection mapping say the cushion mesh, there are differences in the handing of the mesh on both sides, when the texture is applied, it is handed the same way on both sides. This is true for all DeleD mapping, from what I've seen, it's also true for all modelling programmes.
When I apply real photographs to the model, then one side will not align, unless its flipped. When I've tried selecting the 'backside' polygon faces in the UV mapper and flipping them, they don't show as flipped in any of the views, but should I move a vertice, it has to be moved the opposite to what you see Shocked you can imagine how disorientating that is LOL. It also creates havok with the lightmapping afterwards lol.

Did you see the gizmo is different between our screenshots?
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fik
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PostPosted: Tue Jun 01, 2010 9:16 pm    Post subject: Reply with quote

I can now see what your problem is.
From Your example from the view you have shown Y+ is what you wanted for those faces.
Why your gizmo faces different way is because I had rotated 3d view so Z went 'up' screen.
I have set the mapping to be Z up from the Y axis I have changed this to Z down to correct
as, seems the most common way in other progs.
Here is a link to new version-
http://www.mediafire.com/download.php?zjmmoqnmzmi

As to your other problem of opposite side being wrong.(The mysterious
and frustration black art of UV mapping a flat image on a 3d surface without seams
and stretching gotta love it ) thats the way projection mapping works on a complete object.
Its like the writing in a stick
of rock, it goes right the way through. So one end is readable and other
is mirrored.
To Sort this out you need to map front and back of your cusion different.
Going with your example there are two ways of doing this.

1. Select all the faces that make up top (one you are showing).
2. Extract these faces(with remove original polygons selected).Making into 2 objects.
3. Map top object(should be still selected) using +Y.
4. Select bottom object and map using -Y.
5. Select both objects then Merge.

This should recombine the objects into one with no dual verts as long as
neither was moved. As merge automaticaly merges verts that are on top
of one another. Very useful.

The other way-

1. Select whole object. In object mode and apply -Y mapping.
2. Select all top polygons in polygon mode.
3. Click Object Tab.
4. Set Polygon tag under Polygon Properties to S or s this sets all selected
polygons tags at once.
5. Bring up Projection plugin and check 'Selected only' and 'Clear Selection
when done' boxes.
6. set axis radio button to +Y and click 'ok' button.

Now Plugin should only change UV map on those faces and all should be well, both side mapped correctly Very Happy

Sorry this a bit long winded explaination but hope it helps you and others find ause for Plugin Very Happy
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AWM Mars
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PostPosted: Wed Jun 02, 2010 12:33 am    Post subject: Reply with quote

Its not long winded, its a very full and precise explaination of how your tool would work to acheive exactly what I wanted.. thank you Smile
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fik
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PostPosted: Wed Jun 02, 2010 12:36 am    Post subject: Reply with quote

Your welcome. Glad it helps. Very Happy
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AWM Mars
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PostPosted: Wed Jun 02, 2010 9:40 am    Post subject: Reply with quote

I suspect the basic reason the orientation was different is possibly related to the standards adopted by OpenGL and other graphical standards. I created a 3D spreadsheet some 20 years ago (in DOS). The dilemma at that time was, when you are looking at the sheet, is it vertical or horizontal orientation? So would the stacked sheets be behind/in front, on top/underneath? Hence the XYZ different adoptions, neither being right or wrong, just a question of perspective.

OpenGL recently changed its ZY orientation, which caused a lot of issues with older models. I know in Second Life, where you build 'within' the platform, they still ise the old OpenGL orientation, which for a moment, I have to gain my bearings lol. I'm just glad I don't script prims in there, 'doing' allows me to see my mistake right away.

Boring information, and off topic, but useful at those akward moments at a party, to get the conversation going again Laughing
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chronozphere
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PostPosted: Wed Jun 02, 2010 3:37 pm    Post subject: Reply with quote

OpenGL doesn't really define the orientation in 3d graphics applications. It's the application itsself. A programmer can choose whether Y or Z should point up, and whether X should point left or right etc... Everything can be adjusted, as long as you have a decent understanding of matrices. Wink

There are conventions though. For example, Y points upwards in most programs. Smile
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