#Possible bug? Typing values for a UVs can lead to unwanted behavior

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tiny dome
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I'm not sure if this is intended behavior or if it's a bug. If it's the former I'm not seeing the use case. In any case I'm hoping there's some way to address this in a decent manner.

How to recreate the issue I am describing:

  1. In edit mode, select a surface (in the 3D view)
  2. In the UV tab, left click on the 'move horizontal' or 'move vertical' values. Type in any value and hit enter.
  3. For whatever reason the UV shape will be flattened vertically or horizontally depending on which value you typed in.

How to avoid the problem (and why it's annoying):

  1. In edit mode, select a surface (in the 3D view)
  2. Find the UV shape in the UV map, and left click it. The vertices should now be white instead of blue (this might be different depending on the theme?)
  3. Left click on the 'move horizontal' or 'move vertical' values and type in a value. Hit enter.
  4. It will now move as expected without flattening.

This works but is generally very annoying since on large UV maps, the specific surface you have selected often isn't on the screen, and may take 10 seconds to locate. When you have to do this a lot, that time starts to add up and becomes increasingly frustrating. If this is intentional behavior, cna someone explain why? The issue doesn't seem to exist when changing the scale- it's only the positioning. Further if there is some way to do this in a more simple manner please let me know, thank you!

royal spruceBOT
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tiny kite
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k fine, you win

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for the recreation.
clicking the move horiziontal/vertical arrow button, allow you to move the selected face, but typing a value is as if you wanna apply such value to every selected vertices.

tiny dome
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Ohh, okay that at least makes sense

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I can see why there woudl be cases where you'd want that

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I imagine the plugin you made makes this a non-issue?

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If I understand correctly, it basically shifts whatever is selected such that a specific vertex will end up with a particular coordinate

tiny kite
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hmmm your how to avoid is interesting, but yeah the process is kinda annoying

tiny dome
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yeah... ๐Ÿ˜…

tiny kite
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just that the value that you enter to move the entire face, seems to only use one corner of the face as reference point

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and the reference point can't be change, at least not in a easy way

tiny dome
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One way to fix this from the BB dev side of thigns would be to make it so that when you select a face in edit mode, it selects it in such a way that the vertices are white (which maybe means they're unselected? I'm not really sure. Then again that might introduce other issues

tiny kite
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anyway let me show you my not so completed plugin

tiny dome
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Alright ๐Ÿ™‚

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frankly I have no idea why selecting a surface in edit mode causes all of the vertices in the UV map to be selected

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that's honestly kind of bizarre behavior

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There very well might be a good reason for it that just isn't obvious

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lol okay well... this isn't the best but I did find something that might be semi useful

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which is that if you do find the surface on the UV map, you cna drag it to one of the edges. As far as I can tell it won't distort any of the vertices, but it will clamp it so it doesn't go out of bounds

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which could be useful if your primary goal is to make it snap to a whole number. Plus side of this is that it can work from either end, not just the top-left-most corner

tiny kite
tiny dome
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Ah I see, Yeah that's at least along the lines of what I was picturing

tiny kite
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except you can't let a inner corner to align to grid

tiny dome
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this is particularly useful if the corner you want aligned isn't in the top left, such as this example. You'll notice that the position looks to be off grid, but that's because it's looking at the top left corner (which in this case we dont' care about)

tiny dome
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In that case I think that you're basically forced to eyeball it and adjust it until it's close enough ๐Ÿ˜…

tiny kite
tiny dome
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I mean there are technically ways it could be done. Using your plugin would be able to make it perfect lol

tiny kite
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but yeah your method I tried a long time ago, but the more you do the more you realize it wouldn't work in many situation

tiny dome
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Usually getting just the line overlapping a grid line is enough. I think the only case where that wouldn't be possible is in islands that have concavity

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Since BB doesn't allow you to even have concave quads

tiny kite
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this for example, bottom right can align to grid cuz is the outmost corner.
orange corner can only promise vertical alignment, while blue corner is the other way.
worst red corner can't align any.

tiny dome
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Actually technically you can, but BB really tries to make sure it doens't happen ๐Ÿ˜„

tiny dome
tiny kite
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that idk, cuz I don't force my edge to align to any grid.
make each of them connect perfectly is all i need.

tiny dome
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fair fair ๐Ÿ˜„

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hmm... damn now I have new questions ๐Ÿ˜…

tiny kite
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go ahead

tiny dome
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is there a way to scale an island to a precise value? Cause if I give it a value it does this:

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And I'm pretty sure I know what's happening

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It's treated each of the 2 shapes independentaly and scaling them so they are both 13 pixels wide

tiny kite
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if there's dragging reference snap point, and ratio retain while dragging the scale uv button when pressing shift+ctrl.
unless is one of those hidden feature, then unfortunately neither exist.
in my example, i wanna scale (retain ratio) so the top edge is 30 pixel wide you will have to first find out the value,
then type like that, do it for both size vertical and horizontal.
however this only work if that edge you based on is the longest edge, or ig still work but more calculation.

tiny dome
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Oh huh, you can tell it to multiply?

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Interesting

tiny kite
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take one step back, instead of scaling your uv to make it match, easier if you set texture uv size accordingly.
tho some edge still might have not integer value so long as your edge isn't a integer length, which is why snap single or all vertices to integer can be seen acceptable

tiny dome
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Oh- you need to do it to each part of the UV seperately ๐Ÿ˜…

tiny kite
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oh btw, if you select one vertex, right click, there's a snap to grid option, tho this move that selected vertex, not the face as a whole

tiny dome
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Ye I figured

tiny kite
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oh this new thing in beta, haven't try it myself but it seem to be our solution

tiny dome
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Is that live on the online blockbench app?

tiny kite
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i don't think so, you can click the link in #bb-news download it and try it out, i suggest portable cuz beta might be buggy

tiny dome
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no idea how to access it if so

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Ah I see