This has got to be one of the coolest hidden gems I’ve seen so far. I found it on the XSI list, and it answers some questions and makes the workings of the TextureOp much clearer to me. The cool part is the second workaround…
For necessary context, here’s the original question from FB:
"Is there any way I can move points in the texture editor and in the viewport at the same time?
I’m making a stone wall, so I have a really cool stone map and I want to model the wall edges so it doesn’t look flat.
I aplied the texture to the geometry so I can match the points that I already have to the image.
The problem is that when I’m editing those point in the viewport they strech the texture along with my movements. So I’m making a new projection every time I move a point in order to don’t strech it by editing points.
Is there any way to see the texture while editing the object, but when moving points don’t strech the image? It will be something like rotoscoping the object having the texture aplied to it."
—Here’s one workaround from Jérôme Couture-Gagnon:
"A workaround is to clone your object onto another one, and texture the cloned one with a projection.
Then, you can move the points on the source object, and look at the result on the textured clone, which should update without texture stretching."
—Here’s the gem from Guy Rabiller:
"Here is another workaround, on the object itself ( you don’t need a second object ):
1) Move a point of your object - for instance with ‘m’, just one point and one time, so you will see one ‘MoveComponent’ Operator appear.
2) Drag&Drop the ‘TextureOp’ Operator - found under the Texture Projection, directly on the ‘MoveComponent’ Operator.
Nothing happens, but this tells the ‘TextureOp’ to ‘read’ the Geometry at the ‘MoveComponent’ level.
( hidden ‘read’ connections from ‘readed’ operators… ) At this point the texture projection will ‘unstretch’ itself regarding the moved point.
3) Right click on the ‘MoveComponent’ Operator -> Disabled From Here
4) Now you can edit your points, move them, the texture will stay 'in place’, no deformation, no stretching, so you can freely move your points around to place them exactly where you want them to be regarding the texture.
5) Once you are finished editing your points, just delete the disabled ‘MoveComponent’ Operator.
Everything back to normal, if you now move a point, the texture will follow."
IMPORTANT EDIT: This was written for v3.5. After playing with this in 4, it looks like the correct step 5 is actually to “Enable from here,” and not delete.
Really neat trick, and as an additional point, hovering your mouse over the TextureOp tells you where it is reading from. I’ve seen this before, but never really got it until I saw this trick.