Add missing UV tools in the UV/Image Editor Window > Tools tab
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Description

Look below for mockups.

nice, this is definitely overdue. Do you plan to include the other tools like, pack islands, minimize stretch, mirror, and stitch? they are quit useful tools as well.

Bastien Montagne (mont29) triaged this task as Normal priority.May 23 2014, 9:05 AM

@Paweł Łyczkowski (plyczkowski) Do you consider this patch as finalized, or plan to add more tools as suggested by russcript?

@Jonathan Williamson (carter2422) any comments on that (quite simple ;) ) one?

@Bastien Montagne (mont29) @Warren Bahler (russcript) Actually, ignore what is there right now - it's not done really well. For instance, the sticky mode is already in the header, the operators are not divided into panels, some of the operators are not there.

I'll upload a better version soon.

Here it is, consistent with other toolshelves:

Feedback please.

looks good, where do the sculpt tools appear when activated? do they replace the uv tools in the tools tab, or just make additional panels?

looks good, where do the sculpt tools appear when activated? do they replace the uv tools in the tools tab, or just make additional panels?

Currently they replace the content of the Tools tab, and that seems ok. What worries me is that the UV Sculpt Mode has no visual indication that it's on, when the Toolshelf is closed, or when any other tab than Tools is activated.

I'd prefer if it was indicated with the brush circle around the mouse cursor, similar to 3d View's Sculpt Mode.

replacing the tools seems fine for me,

I'd prefer if it was indicated with the brush circle around the mouse cursor, similar to 3d View's Sculpt Mode.

it doesn't for you? I see a brush circle when I activate it.maybe its a glitch with your theme?

it doesn't for you? I see a brush circle when I activate it.

Ah, it was erratic in the build I had - works fine in the latest one. Never mind then.

Hey @Paweł Łyczkowski (plyczkowski), just a quick comment to say that I can get you feedback on this next week once I get back from SIGGRAPH.

I gave it an attempt, as I think this needs done and it isn't a particularly difficult task.

Thoughts:

I experimented with an Options tab, but I found it really tedious to need to go into it, check Live Unwrap, then go back to pin things (3D View Live Unwrap has the same tedious workflow). It makes more sense to me to have it near the Unwrap and Pinning options in a real-world workflow anyway. I use it quite a bit, because you can turn it on, pin two verts, and Align Auto. Makes it easy to align things that unwrap tilted.

Snap to Pixels, and Constrain Image Bounds I felt made sense to put near the transform options as they're related to it.

I don't really know what to do with UV Sculpt, due to its modal nature. I don't know how commonly used it is, or if it's worth worrying about anyway (I've never needed it).

I don't know if Straighten tools are worth showing. It's pretty unreliable that they work like you expect.


Anyway, here is a Windows build with it -- note that my code is a mess and would need fixed, but maybe the layout is a start.

@xrg (xrg)

I experimented with an Options tab, but I found it really tedious to need to go into it

I don't think this is the task to change the general design of tabs : ) I think this is the case where consistency takes precedence.

I like how you arranged this part:

I'll add this to the mockup.

xrg (xrg) added a comment.EditedFeb 20 2016, 9:20 AM

Alright, it never made sense to not have Live Unwrap with the Unwrap options in the first place; it isn't very discoverable. Logical organization is a battle for another day, though.

UV Sculpt shows up as a button instead of a checkbox. I haven't figured out what kind of voodoo Blender is using to determine the widgets. If anyone can link me to an explanation that would be super.

@xrg (xrg) I would rearrange this part:

Other than that I like it more than my mockup.

Is there a patch for this? From comments it seems like there used to be a patch attached, but can't see one.

If patch is fine I think we could apply after 2.77 release, since we're in BCon4 now.

Updated, but I still haven't figured out the UV Sculpt Button problem. I attempted to make a patch of what I have.

Looks good but one comment. I think the Remove Doubles UV should be called Remove UV Doubles.

Last tweaks from me, a real coder will probably need to step in:


Here is a pasteall of space_image.py in case I screwed up making the patch.

  • moved rotate buttons so they match concept; eg +90 on top. Also tweaked spacing to line them up visually.
  • changed Remove Doubles UV to Remove UV Doubles

changed Remove Doubles UV to Remove UV Doubles

That's a bit outside of this patch, because it concerns the operator itself... Also, currently if you would search for "remove doubles" in the UV Editor, an operator named "Remove UV Doubles" would not show up.

k, reverted Remove Doubles label.


pasteall

@Axel (AxelMening) Some nice tools there. Did you code that via Python? Care about releasing as add-on? All of them seem good enough for master to me, but you would have to speak to a dev about that.

Snap cursor commands in the Toolshelf would be great, but we're trying to be consistent with the 3d View here.

Paweł Łyczkowski (plyczkowski), no i'm not a programmer, unfortunately, sorry))
i create this gifs in Photoshop, there is no Pyton

it is imposible, group uv island. Then use "pack island" and "average island" they was together

Now that 2.77 is out the door, can this maybe get another look?