利用者:SaphireS/gsoc2016/ideas
< 利用者:SaphireS | gsoc2016
2017年1月27日 (金) 18:57時点におけるwiki>SaphireSによる版 (→Feature Ideas/Request)
Feature Ideas/Request
Here I collect ideas/request mainly from the blenderartists thread: http://blenderartists.org/forum/showthread.php?397599-GSOC-2016-UV-Tools but also from Twitter, IRC and various other sources. Please be aware that this is just for brainstorming and being listed here is in no way a guarantee for the idea to be worked on during this gsoc period!
Quick hacks: https://developer.blender.org/maniphest/project/34/
Look at IPackThat for inspiration and features related to packing.- In addition to the 'selected to active' option in the Average Islands Scale, would it be possible to add the ability to set a texel size?
- http://blenderartists.org/forum/showthread.php?256424-ADDON-Move-the-UV-from-the-3D-view
- UDIM evaluation/implementation (out of scope either way...)
unwrap without packing (kind of maya unfold)unwrap selection (without packing)- unwrap in direction (horizontally, vertically) http://blenderartists.org/forum/showthread.php?397599-GSOC-2016-UV-Tools&p=3042526&viewfull=1#post3042526
- Islands Group feature would be awesome. When creating textures for games its good to have island grouped by material types. Possible way to achieve that is to threat multiple islands as one big island while packing. Proposed workflow: 1. User make seams and Unwrap mesh to islands. 2. Selected islands are mapped manually or by using new Packing algorithm. Then user assign them to new or existing group. 3. User run packing with option "Use Islands Groups". Group are threated as one big island while packing.
- Look at how headus UVLayout works. Things like being able to straighten uv sections, and most important the pelt tools.
- Headus UV Layout: The straighten tool, completely flattens then allows to reshape using the contours of the surface.
- https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/UV/Uv_Squares
- Straight a loop of UVs using the space between of the vertex in the real world
- Tell the margin to make packs in pixels (normally I want keep 4 pixels between island because is the space that texture compression uses) ?
- Opacity or hidden texture for the UV-editor. I cannot edit UVs with a color grid texture without end crazy with all the colors in the UV-editor.
- Display vertex position in the uv-editor near to he vertex, and individual numbers for each vertex selected (not in the menu)
- Select island by the size of this (usefull when you want select a lot of little islands)
- Distorsion feedback in the viewport (angle & area)
- Stacking of the UVs with same shape
- A transform box of the selected
- Unfold3D workflows
- http://renderheads.com/product/uv-autoratio-pro/
- What will be great for UV, and I have never seen it in another software, would be to be available to move UV and texture at the same time. Once you have finished the UV and texturing, and then you decided that need more space or just to do a Atlas image. Ideally at some point that tool would allows you to "bind" or "anchor" image and UVs and then you move all at once.
- UV Shapekeys (http://www.simonfuchs.net/tutorials/skinwrap/skinwrap.gif)
- User defined grid for UV snapping, necessary to account for gameengine filtering when doing lightmap UVs for example!
- Improve Minimize Stretch (http://blenderartists.org/forum/showthread.php?397599-GSOC-2016-UV-Tools&p=3066229&viewfull=1#post3066229)
- Visualize padding/margin per uv islands as a visual aid when placinv UVs
- Ruler tool ala Photoshop
- Select/Mark overlapping and flipped UVs
- 'spline mapping' - 3DS Max. Basically draw a spline/line above a mesh - have a texture follow the spline and project it onto the selected mesh.