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  • 1.7.01 Edit mesh, reset points rotates the image

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Steps to reproduce:

Open spineboy
Select head image
Edit mesh
Reset points
The head will be rotated looking upward

kind regards,

Roland

Interesting, haven't had that with any other meshes. Thanks for the steps, we'll get that fixed.

Fixed, thanks!

3 mjeseci kasnije

This still happens all the time, by the way.
Steps:
Make Spineboy's head a mesh.
Go to Edit Mesh Mode
click on Reset Points
return to Setup Mode.

The resulting mesh seems to point in the direction of the bone and gets centered on it too.

On a related note, the Reset button (when you have a mesh selected) below the tree in Setup Mode kinda does the same thing.
I was wondering if it was kind of complicated to fix because offset data disappears when you convert a region attachment to a mesh attachment? That mesh vertex editing works at all in-place, I guess some part of its math was already figured out.

I often repeatedly re-edit the mesh and move vertices around in Edit Mesh mode and then test to see how they fold and stretch when deformed back to Setup Mode. The unfortunate sideffect right now is that the image gets warped because only the UVs get moved. It'd be cool if I edit the UVs in Edit Mesh mode, it would also move the corresponding setup mesh vertex.

Pharan wrote

This still happens all the time, by the way.
Steps:
Make Spineboy's head a mesh.
Go to Edit Mesh Mode
click on Reset Points
return to Setup Mode.

The resulting mesh seems to point in the direction of the bone and gets centered on it too.

On a related note, the Reset button (when you have a mesh selected) below the tree in Setup Mode kinda does the same thing.

I don't think there is any getting around it. A mesh is just a bunch of points (and edges). When you reset in edit mesh, those points go away and you get 4 new points at the image corners. I don't know what orientation the old mesh points were, so the new points are created without rotation. All I can do is make the center of the mesh stay in the same place.

In setup mode, reset makes the deform look like the UVs and resets rotation and scale. I finally managed to fix this so it doesn't move the mesh center.

In animate mode, reset makes the deform look like setup mode.

I often repeatedly re-edit the mesh and move vertices around in Edit Mesh mode and then test to see how they fold and stretch when deformed back to Setup Mode. The unfortunate sideffect right now is that the image gets warped because only the UVs get moved. It'd be cool if I edit the UVs in Edit Mesh mode, it would also move the corresponding setup mesh vertex.

You can do this, just check the "deformed" checkbox in edit mesh mode. This was a ridiculous amount of work, but it is neat. Notice it draws the deformed UV bounds as you move a vertex, red arrow pointing to it here:

Image removed due to the lack of support for HTTPS. | Show Anyway

oh THAT'S what that checkbox is for? GEEZ.
Thanks, Nate! XD

EDIT:
Oh, wow. So that's how it works. I should just leave this on most of the time.
IMO, the tooltip doesn't adequately describe how incredibly useful this is. 😃
Or what it really is.
Like, when would I ever want to show a mesh with deformation applied in Edit Mesh mode?

Ha :p You mean when would you want to see the mesh without deformation? It's easier to see the UVs without, especially with extreme deforms. With deformed checked, you can't create new points outside the current mesh and you can't use Set Points. Also with deformed checked, sometimes you can't tell why it won't let you move a point. Both views can be useful.

Well, the main use I'd get from it is that you can use it to adjust the UVs and mesh at the same time. It eliminates the need to reset the mesh every time I have to adjust the UVs.
In that sense, the mesh is never "deformed". Just edited in conjunction with the UVs, which I expected to be the default behavior of Edit Mesh, or at least an option. The tooltip had no mention of this so that's why I thought it was weird... and also that I never thought to click on it until now. 😃

I guess the weird use case for me is when you'd have a deformed mesh at setup pose.

I think the way Edit Mesh it behaves now, without checking deformed, makes more sense if you were actually UV-mapping a 3D model.

Not that I'm recommending a change in the defaults. It's just that.... PEOPLE SHOULD KNOW OF THIS WONDERFUL THING THAT JUST WORKS.

Yeah, they should! Did I mention is was a HUGE pain to implement? 🙂 You can deform the mesh, then edit the UVs deformed, which was the hard part because I have to enforce a valid mesh (in the non-deformed view, which shows your actual mesh)


edges can't cross, UVs can't go out of bounds. I guess you are using it to edit a mesh's UVs and vertices without it being deformed, which is fine too. I'm sure there is some situation where you'd want to deform a mesh in the setup pose. I don't have a concrete example though. Maybe when skinning, since it's easiest to bind bones to vertices in a T pose, which might not be the pose you want for the setup pose.