Posted in Development on Dec 14th, 2009 4 Comments »
After discussions with Matt and Brecht, I took their advice and just rolled the functionality into the “UV Project from View” operation. So, if you’re in a camera view and use Project from View now for your UV coordinates, it actually works like you’d expect. Before, this resulted in a nasty mapping that had to [...]
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Posted in Development on Nov 29th, 2009 1 Comment »
If you’ve been following this blog, you saw my proposal and skeleton code for a surface deform modifier that would allow you to, for example, do cloth sim on a basic shirt form, then use that to deform a more complex shirt model. I had proposed it to utilize the shrink wrap code for initial [...]
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Posted in Development on Nov 18th, 2009 4 Comments »
If you want to do camera mapping in Blender, you have two choices: Sticky coordinates or the UV Project modifier. Sticky coordinates are easy to generate, but they tend to fall apart at the slightest provocation. In theory, you just drop into a camera view, put up your background image, line up your objects and [...]
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Posted in Development on Oct 1st, 2009 No Comments »
I had griped on one of the mailing developer lists a couple of weeks ago that the recently added “Loop Cut” tool wasn’t in fact a loop cut at all. It was an edge loop selector. After you made the selection, you could of course use the Subdivide tool to make the cut. That was [...]
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