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TwoSheds
Posts: 104
Joined: 03 Sep 2009
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Posted: Thu Sep 03, 2009 2:48 pm Post subject: Display issue in Edit when resizing |
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I don't know if this is a bug in UV Layout Pro or if it's a Windows 7 bug or a video driver bug.
But in Edit mode, if I resize UVs that start out small to begin with, after a certain point they will simply disappear from view, like as if clipping out.
I have to save the model at that point as .uvl, close the program and then reopen it by double clicking on that file.
At that point I can see the resized UVs again.
I can repeat this over and over again at will so whatever it is, it's not something random or unpredictable.
Windows 7 64 bit, nvidia GTX 275 (driver 190.62), UV Layout Pro 2.05.02
Not like it's ruining my day or anything.  |
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headus Site Admin

Posts: 2902
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Location: Perth, Australia
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Posted: Thu Sep 03, 2009 6:19 pm Post subject: |
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I haven't seen or heard of anything like that happening under XP or Vista, so am thinking it could be a W7 thing. We haven't had a chance to test UVLayout under W7 yet, so there could be all sorts of problems waiting to pounce.
Doesn't W7 have some sort of backwards compatibility mode? Maybe running UVLayout in "XP" mode might help.
" if I resize UVs that start out small to begin with, "
How are you resizing? There's a few ways, so maybe one of the other methods will bypass the display problem.
Phil |
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TwoSheds
Posts: 104
Joined: 03 Sep 2009
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Posted: Thu Sep 03, 2009 11:53 pm Post subject: |
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Phil,
I'm resizing them by marquee selecting an island or a group of similar islands and shift-rmb dragging to size them up.
For example, a pair of eyes both dropped into Edit mode: they would both be rather small after unwrapping them, since the eyes are small compared to the rest of the figure. But I want the UV's to be much larger, so I marquee around them both and shift-rmb drag them up. When they reach maybe 3-4 times the original size, they clip out and are completely invisible.
It's at that point I can save the project, close it and reopen it, and they'll be visible again.
The more I think about it, the more I want to blame the video drivers though before Windows 7. I do see various glitches here and there in opengl programs.
I wasn't aware of any other way to resize UVs though. |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Fri Sep 04, 2009 12:08 am Post subject: |
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Have a look at the Move/Scale/Rotate panel. LMB select your eyes, enter some values into the Scale field (eg 5 and 5) then click the Scale button. No guarantee it'll make any difference, but its worth a try!
Phil |
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TwoSheds
Posts: 104
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Posted: Fri Sep 04, 2009 12:16 am Post subject: |
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headus wrote: | Have a look at the Move/Scale/Rotate panel. LMB select your eyes, enter some values into the Scale field (eg 5 and 5) then click the Scale button. No guarantee it'll make any difference, but its worth a try!
Phil |
Oh... duh.
Yeah, the whole keyboard manual input thing. I never even thought of that.
That seems to do the trick, at least in a quick test.
Thanks! |
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headus Site Admin

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Posted: Fri Sep 04, 2009 12:37 am Post subject: |
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Actually, you've found a real UVLayout bug ... I was finally able to replicate the problem here!
If you select one shell to RMB scale (which I was doing before in my checks) its all happy. Select 2 or more and they start disappearing, just like you said. I'll have this fixed ready for the next release, which I hope will be next week sometime.
Phil |
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TwoSheds
Posts: 104
Joined: 03 Sep 2009
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Posted: Fri Sep 04, 2009 1:06 am Post subject: |
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Phil,
That's pretty funny because I only noticed it trying it with pairs or more of things, such as eyes, teeth and claws on the model I'm mapping. I never thought to try it with only one at a time.
Well I'm glad to be of help.  |
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headus Site Admin

Posts: 2902
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Location: Perth, Australia
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Posted: Fri Sep 04, 2009 1:35 am Post subject: |
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Bug squashed! The fix will be in the next update.
Phil |
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TwoSheds
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Posted: Fri Sep 04, 2009 1:44 am Post subject: |
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Man, you're quick - thanks!
I'd ask you about the details, but I wouldn't understand the answer anyway.  |
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headus Site Admin

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Posted: Fri Sep 04, 2009 2:33 am Post subject: |
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You probably will understand, its just very boring :-)
Even though you cant see it, the UV shells are actually stacked vertically so that smaller shells display above larger ones when you move them around. When one shell is picked, is scales about the center of that shell, so Z height doesn't change. When multiple shells were picked it scaled them all about the average Z height, so some went away from camera, and some towards camera and in front of clipping plane, just as you suspected!
Phil |
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TwoSheds
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Posted: Fri Sep 04, 2009 2:45 am Post subject: |
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Thanks once again, and that I do understand. |
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