UV Window Locking up TS

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UV Window Locking up TS // Tech Forum

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Post by Igor K Handel // Aug 5, 2008, 11:48pm

Igor K Handel
Total Posts: 411
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Title says it all.


Uv window opens ok sometimes icons are selectable sometimes not.


Have tried simple cube primitive then painted different plain colour on each face, used default cube uv map. Now I open Uv editor window. First off no colours are showing, none of the tools in the window respond, and the exit icon for the window does nothing. Once this UV window is open TS is now locked up and has to be closed using Ctrl Alt Del.. I have Vray install but tried the D3D option in the Uv stack view options... made no difference.


Any suggestions?


IK

Post by Heidi // Aug 6, 2008, 4:50am

Heidi
Total Posts: 335
I hate to tell you this, but I think this may be due to your computer issues with the colors and stuff.


The UVE is working fine for me. I use the UVE as an extension of the point edit tools, so I'm in and out of it all the time.


I just went through some computer issues myself a while back, so some of what you're describing here and in the other thread sounds real familiar. I ended up having to replace both my graphics card and my monitor. :(


One thing you can try is to reduce the quality settings on your graphics card. If it is your card, that will help take some of the stress off it.

Post by Stem // Aug 6, 2008, 6:22am

Stem
Total Posts: 199
Hi IK,


I have not had the UV editor lock up on me, but do see unexpected.


For example, I will place a cube on screen, apply cubic UV, go to UV editor and all that is there is one face.

I can then add a new cube, make no UV mapping, go to the UV editor and it does show all faces.

I can add a new cube, paint a number of faces, when I then go to the UV editor those faces I have painted do no show.


Maybe I just need another 10 weeks reading the manual :confused:


- Stem

Post by Heidi // Aug 6, 2008, 11:45am

Heidi
Total Posts: 335
The UVE uses 'cubic' rather than 'cube' projection. So in the UVE all the faces are layered on top of each other and are mapped as a single face (don't ask).


If you need to actually UVmap a cube you need to use the plane projection. You can either map the sides individually or select two oppostie sides of the cube and project them two at a time.

Post by Stem // Aug 6, 2008, 2:36pm

Stem
Total Posts: 199
Hi Heidi,

The UVE uses 'cubic' rather than 'cube' projection. So in the UVE all the faces are layered on top of each other and are mapped as a single face (don't ask).I did realize what was happening there, and thank you for reply.


If you need to actually UVmap a cube you need to use the plane projection. You can either map the sides individually or select two oppostie sides of the cube and project them two at a time.I am still a little confused. If for example I add a cube, then paint 2 faces, when I go to UV edit those faces are missing.

Post by Jack Edwards // Aug 7, 2008, 1:35am

Jack Edwards
Total Posts: 4062
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The uv editor only shows one material at a time. You can browse through the materials using the prev and next buttons in the UVE Preferences panel.

Post by Igor K Handel // Aug 7, 2008, 2:12am

Igor K Handel
Total Posts: 411
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Apart from not seeing any textures in the UV editor which is strange, I have problems laying out the faces as I dictate, rather than as TS insists..Editor seems a bit .... well basic and clunky, not kept up with the rest of TS innovations.

EG i have a cube I project flat UV onto each seperate face. OK so now seperate as expected. BUT when I select 1 vert in UV I get 3 verts selected (as the corner has 3 faces touching in the corner) but thats not I want I want to chose to weld TWO verts to dictate the layout of my faces. But TS force me to select all 3 verts so I am forced to connect 3 faces not 2 as I would like?

Suggestions?

IK
PS In my case the UV editor shows zero materials at a time lol, prev next buttons just give the same... zero materials show up

Post by Jack Edwards // Aug 7, 2008, 2:16am

Jack Edwards
Total Posts: 4062
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When in PE mode selecting a vertex selects all the UVs associated with the vertex. If you exit PE mode you can select single UVs.

Post by Igor K Handel // Aug 7, 2008, 2:32am

Igor K Handel
Total Posts: 411
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Boy oh Boy, so many little quirky ways of specific tools..


Thanks for that Jack... would never have worked it out. Seems contrary to TS workflow logic IE moving verts (or the UV equivalent) to me is 100% point editing, not an object type action. Oh well.


IK

Post by Jack Edwards // Aug 7, 2008, 2:39am

Jack Edwards
Total Posts: 4062
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Yeah this is one that I've been working on them to fix for a while. ;) I think a good solution would be to have selecting the vertex in PE select connected UVs but have selecting a UV in the UVE only highlight connected UVs. That way you'd still be able to tell which share a vertex but be able to select them individually without leaving PE mode.

As Heidi has pointed out to me on occasion you can still use the pick and move tool to move individual UVs in the UVE when in PE mode though.

BTW, IK if you come up with some ideas for UV improvements to make it less clunky (I've used a similar adjective), definitely post the ideas. The Caligari guys listen and want to improve the tools to make them as user friendly as possible.

Post by Igor K Handel // Aug 7, 2008, 2:48am

Igor K Handel
Total Posts: 411
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Yeh I agree with your approach it would seem logical. Unfortunately Heidi's method doesn't allow for welding only 2 verts rather than the 3 auto highlighted. (if I've understood it correctly)


Anyway bottom line no other app I have used does it as TS currently does. So presumably they think as you and I do. All for innovation and thinking out of the box, but never even had to read a manual in the others for such basic UV stuff, TS seems to be somewhat obscure in some areas and I end up resorting to manuals and forums just for very basics usabilty... shame, and more work for everyone else.


IK


Oops skipped your last line... Yeh I will keep dropping suggestions in, just gotta double check each time in case its noob error for the workings of TS. Temporary sum.. up bodypaint equivalent lol with the associated UV tools:D

Post by Stem // Aug 7, 2008, 3:17am

Stem
Total Posts: 199
The uv editor only shows one material at a time. You can browse through the materials using the prev and next buttons in the UVE Preferences panel.Ah right, strange place to put it, I was looking in the editor.


A couple of points if I may.


In the user guide for the workspace it states:-


Truespace assigns UV mappings to objects as they are created as follows:

Cubes and Cubic objects: cubic Projection


Now when I place a default cube then open the UV editor, I see a cube opened out to its 6 sides, which is what I expect,... but, if I apply cubic projection to the cube then open the UV editor, there is only one side shown. Should that not be consistent? If as the manual states the default cube already as cubic projection, why would adding cubic projection change the way the UV editor sees the object?


The manual also puts forward that a face can be selected in the workspace, then when the UV editor is opened, that face will be highlighted, but it is not, as in the example I posted with a cube with 2 painted faces, I selected a painted face in the workspace, open the UV editor and there I see only the unpainted faces, and if I do go through the "next/previous material" in the control panel, why do the assigned colors not show? are colors not classed as materials?



- Stem

Post by Stem // Aug 7, 2008, 3:24am

Stem
Total Posts: 199
Hi IK,

........but never even had to read a manual in the others for such basic UV stuff, TS seems to be somewhat obscure in some areas and I end up resorting to manuals and forums just for very basics usabilty... I am the same, and I suspect so will many others, I know my patience is nearing an end with TS.



- Stem

Post by Stem // Aug 7, 2008, 7:10am

Stem
Total Posts: 199
Hello again,


When in the UV editor: I want to zoom in/out, in the user manual it states to use the middle mouse wheel,.. I dont use a mouse so dont have a middle mouse wheel, is there a way to zoom?


There is a paint/line tool in the UV editor, I can for example draw a line, but if I then draw another line, the first line disappears. The user manual states "Below we have painted a couple of stripes onto our example" so would think I should be able to draw more than just once and not have the first paint/line removed.

Post by Heidi // Aug 7, 2008, 7:28am

Heidi
Total Posts: 335
If you don't have a mouse wheel, try alt-left button to move and alt-right button to zoom.

Post by Stem // Aug 7, 2008, 9:38am

Stem
Total Posts: 199
If you don't have a mouse wheel, try alt-left button to move and alt-right button to zoom.Doh,.. I thought I had tried that,.. but that does work, many thanks.


- Stem

Post by Stem // Aug 9, 2008, 5:12am

Stem
Total Posts: 199
Hi IK,


After trying for quite some time, I am now finding when opening some models in the UV editor that I am unable to zoom/pan, the UV editor just becomes unresponsive.

I still cannot find an answer as to why I cannot paint more than once in the UV editor as when I do (as mentioned) the paint/line already done just disappear.


I am done with TS. I will use the other applications I have.


Bye, and have fun.

Post by Electric Jim // Aug 10, 2008, 5:54am

Electric Jim
Total Posts: 98
Hmmm, that's an odd reaction. (I take it you mean you're dropping tS completely because of this.)


I can certainly understand wanting to use a single "catch-all" program for one's 3D needs. This keeps one from having to remember multiple interfaces / methodologies / workflows from multiple programs. (And, if one has to buy the software, minimizing the different packages one uses minimizes the outlay of cash.) If one sticks to this philosphy absolutely, a single important feature that "misses the boat" in its implementation could be a "program killer", causing one not to use that program at all.


In contrast, I also certainly understand those who are very comfortable using a strong mix of programs, each of which does certain things very, very well, and transfering the work back and forth between those programs as necessary. (This is the philosophy that says, "I like to use the 'best of breed' software for each individual task, as long as all the programs I use have compatible formats for transferring data between them".) Provided that one is comfortable remembering the multiple interfaces, etc., and has the cash for the various programs, this philosophy certainly has its advantages.


[Aside: I personally try to use trueSpace as a single "catch-all" solution to the extent I can, not only because of the economical sense of having one program -- back when we had to pay for it :) -- but also because I'm one of those who really hate having to remember different sets of interfaces, etc. (Hence, my absolute eagerness for the day when Model-side goes away completely.) But as an old Arabic saying goes, "None but Allah is perfect", so I'm certainly willing to supplement the program with other programs -- or plugins -- for certain specific tasks, when necessary. ...Which, by the way, is why I may consider buying that Headus program for UV editing, after seeing what the next version of tS has to offer in this regard. :)]


The one thing I really don't understand at all, however, is the idea of using multiple programs -- as implied by the phrase "I will use the other applications I have" -- but completely throwing out a powerful potential new addition to the mix merely because one particular feature of that new program doesn't work to one's satisfaction. If one is already using a "mix and match" philosophy, eliminating tS from the equation simply because its UV editor isn't (yet) its strong suit is simply unfathomable to me. With all the functionality that tS does offer, focusing on its UV editor is simply... well, misguided. If one already has a good UV editing solution -- again, implied by "I will use the other applications I have" -- then one could simply continue to use it for that purpose, and utilize tS for the numerous tasks at which it excels. (And yes, one can find aspects of tS other than the UV editor that exhibit bugs in need of fixing or that have workflows that could still be improved. As is the case with any program. But as of version 7.6, I strongly feel that the required / desired improvements are along the lines of tweaks, rather than wholesale changes. And seeing the number of such improvements that went into this latest version, my confidence in Caligari's ability and willingness to respond to the needs & desires of its user base has been renewed. For whatever that's worth.)


So when someone says he's going to drop a rich, powerful, multi-faceted (and FREE!) workhorse of a program from the combination of programs he uses because one aspect of that program doesn't meet his needs -- or, for that matter, even because various aspects of the program could still use a few tweaks here and there -- all I can say is: Ah well, c'est la vie. :rolleyes:

Post by Igor K Handel // Aug 10, 2008, 6:50am

Igor K Handel
Total Posts: 411
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Arabic and French in one post ... Whew I need a lie down :D


Agree with you on most of that. Coming at things from a slightly different angle here. Have used other high end PLE editions, either with watermarks or obscure non transferrable file formats, or just plain save disabled.


There are other options out there "cough", but when I purchased TS it was


1. Followed TS evolution for years and was waiting for Character anim/ rigging tools to mature/ arrive. So 7.51 was the time to at long last get aboard.


2. TS has a wide enough toolset that it covers most bases. That as you say saves money (currently unemployed here), but also again as you say theres just one set of keypresses and methodology to learn and grow with. Some of the subsets of tools are VERY strong, others have lagged behind a bit... as you say the UV editor springs to mind.


3. Spending a heap more money on other apps for a hobby that I realistically am at the early stages of is well nigh impossible to justify... even to myself, let alone to " her indoors".


4. There are many readily accessable dubious sources of apps out there, but I want to be legit, and have the creative room to stay legit within a toolset that hopefully will continue to improve faster than I do :o.


Stem you need to stick at it to get anywhere worth going.


Personally I have already invested hours and hours getting to grips and still have miles to go. Yes TS is different, yes there are some gremlins, but for me anyway I am hoping that all the time invested will pay off if the longrun. I have finally settled on the app I want to grow with. I am now at the stubborn stage of learning rigging and stuff. It's just sure stubborness that is keeping me going through the exasperation, but I will keep at it and hopefully as I do patches may sort out some of the bits n bobs.


Cheers

IK

Post by Leif // Aug 10, 2008, 10:28am

Leif
Total Posts: 276
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None but ... is perfect

Wow I need to meet this Perfect One :jumpy:

Post by Stem // Aug 11, 2008, 6:50am

Stem
Total Posts: 199
Hmmm, that's an odd reaction. (I take it you mean you're dropping tS completely because of this.)This version/release YES!


I can certainly understand wanting to use a single "catch-all" program for one's 3D needs. This keeps one from having to remember multiple interfaces / methodologies / workflows from multiple programs. (And, if one has to buy the software, minimizing the different packages one uses minimizes the outlay of cash.) If one sticks to this philosphy absolutely, a single important feature that "misses the boat" in its implementation could be a "program killer", causing one not to use that program at all.I would of liked to use "just one program" and I thought TS would of been it, but no. If it had just been problems with one part/aspect then I could probably work with that, but it is multiple problems in many areas.


In contrast, I also certainly understand those who are very comfortable using a strong mix of programs, each of which does certain things very, very well, and transfering the work back and forth between those programs as necessary. (This is the philosophy that says, "I like to use the 'best of breed' software for each individual task, as long as all the programs I use have compatible formats for transferring data between them".) Provided that one is comfortable remembering the multiple interfaces, etc., and has the cash for the various programs, this philosophy certainly has its advantages.I usually have no problem with learning programs, and can use many without any effort or problems (very rarely having to look at the manual for basic functions, and certainly found no need to ask questions at forums), TS7.6 is the exception as it can make me very frustrated and irritated, certainly as the manual is of little to no help. As I mentioned on this thread,.. place a cube in workspace, paint 2 faces with different colors, select a face then open the UV editor, the manual states the selected faces would be highlighted, they are not. So my question was then to forum, is paint not classed as a material,... and still no direct reply. I also wanted to paint/draw line directly onto the texture in the UV editor, it will only allow one stroke/line to be painted, any further attempts to paint more simply removes the previous, but that is in conflict with the manual, so I asked the forum,... but still no direct reply. So, are these problems a bug, a limitation or a need for installation of TS again, as I had to do due to the shell problems I had.


The one thing I really don't understand at all, however, is the idea of using multiple programs -- as implied by the phrase "I will use the other applications I have" --Yes, I have and use various programs.


but completely throwing out a powerful potential new addition to the mix merely because one particular feature of that new program doesn't work to one's satisfaction. With the added complications/problems TS brings (and in more than one area as I mentioned) I dont see anything in TS that I could class as a "powerful potential addition", maybe if I had nothing else to do and could just sit and read the manual, search the forums and ask questions for the next month or so, then maybe I could find some workflow (but prefer to spend the little spare time I have creating rather than being forced to ask questions), but as it is, I am uncertain if some features are buggy, if the manual needs updating, if I have missed some extra setting in the control panel or need to dig into the LE or if I have to reset or re-install TS (yet again).


If one is already using a "mix and match" philosophy, eliminating tS from the equation simply because its UV editor isn't (yet) its strong suit is simply unfathomable to me. With all the functionality that tS does offer, focusing on its UV editor is simply... well, misguided.You like to repeat yourself, is that intentional.



If one already has a good UV editing solution -- again, implied by "I will use the other applications I have" -- then one could simply continue to use it for that purpose,I would output my mesh from the workspace to a UV editor how, by going through model side, LOL,... I would even do that is it was not such a problem importing the UV/mesh back into TS. From the various models I have attempted to import back in, it is usually a 50/50 chance of success and even the successful can have problems. Now I am not talking about importing a cube, but some quite complex models, and I get various problems from "broken models" to errors of "Failed modeler -> workspace synchronization on object"


And yes, one can find aspects of tS other than the UV editor that exhibit bugs in need of fixing or that have workflows that could still be improved. So why did you think I was just having problems with just the UV editor?


So when someone says he's going to drop a rich, powerful, multi-faceted (and FREE!) workhorse of a program from the combination of programs he uses because one aspect of that program doesn't meet his needs -- or, for that matter, even because various aspects of the program could still use a few tweaks here and there -- all I can say is: Ah wellLOL,... I wondered when someone would bring up (as I mentioned on another thread) the case of,.. "well its free" LOL.


I have in the past purchased various releases of TS (2/3/4), I even purchased 7.5 with Vray, so dont give me this "its free", I got bugfixes which took so long to be issued that I went out and purchased other programs in that interim because at the time TS would constantly crash.


Oh and by the way, it would be more helpful if your replies to threads where actually replies to the questions asked and not just comments of no help.

Post by Electric Jim // Aug 11, 2008, 7:35am

Electric Jim
Total Posts: 98
<So why did you think I was just having problems with just the UV editor?> and <If it had just been problems with one part/aspect then I could probably work with that, but it is multiple problems in many areas.>


I didn't state or believe that you only had problems with the UV Editor. In fact, my inclusion of the clause "-- or, for that matter, even because various aspects of the program could still use a few tweaks here and there -- " is meant to address this point specifically. But as this is the thread in which you stated your intention to drop tS, and the posts I have seen from you in other threads had nowhere near the same "this program is UNUSABLE"-ish tone as this one, the clear implication is that this was the primary reason for your dropping the program.


<With the added complications/problems TS brings (and in more than one area as I mentioned)...>


I will re-iterate (at the risk of you once again accusing me of repeating myself): From none of your other posts did I receive the impression that any of the other issues you brought up were "roadblocks" beyond which you could not proceed. I took them all as merely discussing inconveniences, potential areas of improvement, etc. I myself have experienced -- and posted about -- some significant problems with certain aspects of trueSpace (specifically, a few areas of rigging). And I have read numerous other people's posts about issues, and ways around them. With extremely rare exception, none of those other individuals' posts expressed the belief that the issues were so endemic or so difficult to work around that they were terminating their use of the program.


<...so dont give me this "its free", ...>

You may have noticed that the "free" item was one parenthetical addition to a sentence whose main point was about the tremendous functionality of trueSpace. You may disagree about that functionality being very deep and broad, and I can certainly live with that disagreement. But there are many on these forums who appear to agree with me, both about the powerful nature of trueSpace and about my contention that most future bug fixes are likely to be "along the lines of tweaks, rather than wholesale changes".


<Oh and by the way, it would be more helpful if your replies to threads where actually replies to the questions asked and not just comments of no help.>


Given that you were supposedly going to be gone from now on -- having dropped the program and all -- my post was not intended for you. It was intended for anyone else who might be interested. The tS forums provide a very broad venue, where various aspects of many subjects are discussed, beyond the mere mechanics of using trueSpace.

Post by stan // Aug 11, 2008, 7:59am

stan
Total Posts: 1240
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to answer some of your question stem.

materials do not show up in uv editor only texture maps do.
uv editor will show a selected face but no material if textuire maps are not present.

bump maps only seem to show a a selected face
transparency maps only seem to show a selected face
except when a texturemap is present.

hth

Post by Stem // Aug 11, 2008, 10:01am

Stem
Total Posts: 199
I didn't state or believe that you only had problems with the UV Editor. In fact, my inclusion of the clause "-- or, for that matter, even because various aspects of the program could still use a few tweaks here and there -- " is meant to address this point specifically. But as this is the thread in which you stated your intention to drop tS, and the posts I have seen from you in other threads had nowhere near the same "this program is UNUSABLE"-ish tone as this one, the clear implication is that this was the primary reason for your dropping the program.I did not, and would state state that TS was unusable, just that TS does to me (and others) present more questions than answers in many areas.


I will re-iterate (at the risk of you once again accusing me of repeating myself): My statement on that,..I do apologize, it was un-needed and had no place in my reply.


From none of your other posts did I receive the impression that any of the other issues you brought up were "roadblocks" beyond which you could not proceed.Most issues I have are not "roadblocks"(are as some say "show stoppers") It is more a case I get diverted by TS down various paths that lead to no answer or outcome as expected.



I took them all as merely discussing inconveniences, potential areas of improvement, etc. I myself have experienced -- and posted about -- some significant problems with certain aspects of trueSpace (specifically, a few areas of rigging). And I have read numerous other people's posts about issues, and ways around them. With extremely rare exception, none of those other individuals' posts expressed the belief that the issues were so endemic or so difficult to work around that they were terminating their use of the program.To workaround a problem, then there must be knowledge of such, can be gained from a manual (unlikely with TS ) from playing around with the program (where to start?), which can be quite difficult with TS due to the various implementations, such as model/space sides, the different materials needed for the different renderer's etc etc


You may have noticed that the "free" item was one parenthetical addition to a sentence whose main point was about the tremendous functionality of trueSpace. You did bold "free", which gives the impression for such a reply from me. I am not looking for free products, I will certainly pay for whatever gives me what I want/expect in a way that is understandable and workable for my own simple workflow.



You may disagree about that functionality being very deep and broad,


I have no disagreement that the functionality is deep, but my need is that it is not so deep that it needs many questions to find the correct direction and outcome.


Given that you were supposedly going to be gone from now on -- having dropped the program and all -- my post was not intended for you. It was intended for anyone else who might be interested. The tS forums provide a very broad venue, where various aspects of many subjects are discussed, beyond the mere mechanics of using trueSpace.As a very long time user of TS I will never be "gone". I still have much pleasure/ fun from TS4.

Post by Stem // Aug 11, 2008, 10:11pm

Stem
Total Posts: 199
Hello stan,

to answer some of your question stem.



materials do not show up in uv editor only texture maps do.

uv editor will show a selected face but no material if textuire maps are not present.OK, so colors do not show, I could live with that (but find it strange).

But, my question is still not answered.

Let me put this in possibly a more understandable way, and maybe you will look at this and give me insight?


OK, first of all. When I look at a program I am not familiar with, or with a new release, I look at the very basics to see if the functions work as expected, if they do not, then I look at the manual to see if I am in error. If the basics do not work as expected and as described then I have doubts to the ability of the program and would not feel happy to expect higher functions to work as expected or described.


So, to make my situation clear on this.


Now, as I have mentioned, and for very basic function:-


I place a cube in the workspace, I paint (or texture) one face, I then select that face and open the UV editor, what do I see,.. I see a layout of the non-painted faces. If I then go to the control panel and select "next material" I am then shown my selected face highlighted. So, that is in direct conflict with what is expected and what is in the user manual,... on a simple cube not a problem, but on a complex model with possible many textures, I would expect what is in the manual and selected faces to be shown/highlighted on the opening of the UV editor.


I was going to ask again about the painting within the UV editor and its inconsistency with the user manual, I even re-installed TS to re-check,.. but, on this installation the UV paint tools are not highlighted so I cannot even re-check to see if the lines previously drawn are removed on the next paint (as I have mentioned before, still with no reply) and yes, I do have a texture on the face, and yes I have selected the face/ de-selected the face etc etc, but now the paint tools in the UV editor will not highlight at all. What a farce lol


So, am I to blindly continue with a program that is inconsistent with the very basics and what I expect and is plainly written in the manual, and as I see it, that no one has a direct reply for the questions, or should I use a program that does what it states?



- Stem


EDIT,


I have reset/ deleted the default ctx config file and the paint in the UV now highlights, but, still I can only paint one line, painting more deletes the previous .


RE-EDIT,


MMMM,.. well now, if I move or re-size the UV editor window, where I paint is no where near the cursor.

Post by stan // Aug 12, 2008, 3:55am

stan
Total Posts: 1240
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Stem, the paint brush and draw line don't work properly, I get the same result. That will be reported if it hasn't been already.

The manual may not be accurate in this area due to recent work being done on U/V to improve overall function. The manual as written is how the brush and draw tool worked in ts7.51 and should work now. The writers try their best to make it accurate.
My feeling is the brush and draw tools could have been removed until working right but then people would wonder where that tool is that the manual says exists, so either way it wouldn't have made it into the manual in time and so people might get frustrated.



There is a patch coming soon which should address these and other bugs or ommisions.

hth :)

Post by Stem // Aug 12, 2008, 6:00am

Stem
Total Posts: 199
Stan,

Stem, the paint brush and draw line don't work properly, I get the same result. That will be reported if it hasn't been already.Thank you.



Can you confirm the behavior of the UV editor, should the selected faces be shown on the start up of the UV editor, as I do find it strange that you select a face in the workspace, open the UV editor and then have to page through the materials to actually find the correct one. Is this a bug or intentional?



- Stem

Post by stan // Aug 12, 2008, 7:55am

stan
Total Posts: 1240
pic
Stem, no the selected face presently does not show unless all faces are mapped with the same texture. The selection may show as a square with a red dot but you will have to use next or previous button on u/v pref panel to locate your map. To free your u/v pref panel from stack so it will stay around just hold it's titlebar hold ctrl down and drag. I think they need to put arrow icons on the toolbar in u/v editor for previous and next too.

At the moment in it's present state it's not a bug or intentional, one would think it will be fixed to follow what is in the manual or the manual will be changed according to the new implementation in the upcoming patch.

hth :)
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