NRG-Alpha
03-01-2007, 06:36 AM
Ok.. I'm alittle stumped on this one.
I am currently unwrapping a mesh. Now typically, when you select a polygon island in the texture editor and rotate it, it rotates as it should. In this case however, instead of the island rotating properly, it ' shears / distorts ' as it rotates.
My initial suspicion was that perhaps there was some mesh scaling that I have applied during its construction. So I froze not only the scaling, but the entire transforms. This doesn't seem to helping out too much. I even completely collapsed my stack (not that I needed any live operators anymore). So with a collapsed stack as well as all transforms frozen, polygons still won't rotate properly. Anyone ever have this problem and know what the remedy would be?
Cheers,
NRG
***** Edit - I think I may have found the problem, which seems to stem from the dimension of the clip I am using, which is a 1024X512. If I go into the clip menu, and I select noIcon_pic clip, or None, then the polygon islands rotates as it should. So I guess I should refine my issue and ask if there is a way to make any rotations maintain their proper aspect ratios during free rotations when dealing with elongated texture clips (such as 1024X512)?
I ask this because there are two types of rotations.. a 90 degree ClockWise or 90 degree Counter ClockWise rotations, and another set of 90 degree CW AND CCW (maintain aspect ration) rotations.. using the 90 degree 'maintain aspect ratio' rotations work even in a non perfect square clip.. so is there a way to use the 'freehand' rotation (non 90 degree rotations) while keeping apsect ratios intact? - End Edit *****
I am currently unwrapping a mesh. Now typically, when you select a polygon island in the texture editor and rotate it, it rotates as it should. In this case however, instead of the island rotating properly, it ' shears / distorts ' as it rotates.
My initial suspicion was that perhaps there was some mesh scaling that I have applied during its construction. So I froze not only the scaling, but the entire transforms. This doesn't seem to helping out too much. I even completely collapsed my stack (not that I needed any live operators anymore). So with a collapsed stack as well as all transforms frozen, polygons still won't rotate properly. Anyone ever have this problem and know what the remedy would be?
Cheers,
NRG
***** Edit - I think I may have found the problem, which seems to stem from the dimension of the clip I am using, which is a 1024X512. If I go into the clip menu, and I select noIcon_pic clip, or None, then the polygon islands rotates as it should. So I guess I should refine my issue and ask if there is a way to make any rotations maintain their proper aspect ratios during free rotations when dealing with elongated texture clips (such as 1024X512)?
I ask this because there are two types of rotations.. a 90 degree ClockWise or 90 degree Counter ClockWise rotations, and another set of 90 degree CW AND CCW (maintain aspect ration) rotations.. using the 90 degree 'maintain aspect ratio' rotations work even in a non perfect square clip.. so is there a way to use the 'freehand' rotation (non 90 degree rotations) while keeping apsect ratios intact? - End Edit *****
