So , I have to wonder , is it broken , or is the UV
Properties window erroneously trying to apply shading
that hasn't actually been coded into RSV6 yet ? Or am
I not interpreting this option properly ?
OK , so anyway , now that the latest trip through hell
is finally done with , we can get back to testing the
initial querry .
The obvious answer to my original question seems to be
"No" , there is no OpenGL viewing of the UV Mesh in the
UV Editor . OK , fine .
So , as bizzare as that seems to me , we must , once again
travel through the brush , machete' in hand and see if we
can find anything that even remotely resembles a modern day
work around .
Obviously we have to resort to trying to remember what
parts of the UV mesh corresponds to what part of the SDS
object . Crazy ? Yes , but apparently it is acceptably
crazy , in the cracked world of SDS & UV mapping .
For the realtime OpenGL preview of how our UV mapping is
proceeding , we will look at our actual SDS object in the
View Window . Turn up the OGL quality and it looks good .
We will spin the object around and look at it and adjust
as we go using the View Window's instant feedback .
So now , my next question is , "how do we spin the object
around without it trying to constantly crawl under the
UV Editor Window ?" . Huge freakin' pain !
The obvious , unthinking response might be " well , I'm
at work/skiing/playing Quake/ now , but you can just ...
1) select the SDS object in the 'Select' window .
2) In the View Control select 'Target/Object' .
3) Now , use the 'Rotate' icon ('Camera Controls Group')
Right , except this has never worked properly (as far as
I can remember , anyway) . Using this method the View will
indeed rotate on one axis properly , but not on both axii .
To test it , create an SDS object off to the side of a
parallel top view . Now try to "spin" that object using
the above method , in all directions , trying to keep that
object completely stationary .
One would think that this would be the easiest exercise in
the world , to spin a 3D object in place in all directions ,
on it's COG . A piece of cake . A joy . A no-brainer .
The next question is "how do we indded make the object spin
about it's own COG (center of gravity) with RSV6 ? "
The (obligatory) workaround is to drag & drop your object
into the 'View Window' to perfectly center it , and then
choose any number of ways to rotate the view/object/world/
Oh well .
garry
Is the realtime OpenGL shading broken in the UV Editor
Window too , or is it just my OpenGL card , or am I
just not using it correctly , or rather , is it not
set up to show a fully OGL shaded UV Mesh ?
Correct me if I'm wrong but it would seem to me that
one would want a real-time representation of exactly
what is already mapped on the SDS object . What bet-
ter way to see that , than viewing it directly on the
shaded wireframe representation in the UV Editor ?
The 'UV View' Properties Window shows the option to
have OpenGL Shaded , but nothing I have ever seen in
the manual about UV Editing (1 or 2?) meager pages ,
shows any OGL shading .
So , I have to wonder , is it broken , or is the UV
Properties window erroneously trying to apply shading
that hasn't actually been coded into RSV6 yet ? Or am
I not interpreting this option properly ?
studio