Cage opened this issue on Apr 03, 2010 · 610 posts
Cage posted Sat, 24 April 2010 at 12:27 AM
Quote - I think it would be ideal if you could put a straight vertex column in the front center with an u-value of 0.5, while still keeping the UV seam at the back. Even if there's a seam it shouldn't be too bad, though, because it would (I assume) be at a constant u-value of 0 on one side and 1 on the other, making it very easy to actually paint textures as if the seam were at 0.5 and then swapping the left and right half of the texture map.
A maybe even better idea would be to have one fixed column of vertices at the front center and one at the back center and place the rest of the vertices in between those.
That's a brilliant idea! :woot: If I can place forced vertex positions, then having them at front and back could help reduce any twisting problems. :thumbupboth:
And that means the UV seam could just be placed at the back, so the front would end up at 0.5 u anyway. Ha! Wonderful!
This is what I like about open development projects. I'd never think of that on my own. Great idea!
If these controlled positions can be established, I think that might remove the need for the vertex reordering, which is slow.
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Cage can be an opinionated jerk who posts without thinking. He apologizes for this. He's honestly not trying to be a turkeyhead.
Cage had some freebies, compatible with Poser 11 and below. His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.