UVWarp modifier does not work properly #59330

Closed
opened 2018-12-13 20:47:55 +01:00 by Flester Iulian · 7 comments

System Information
Operating system: Windows 10
Graphics card: Nvidia

Blender Version
Broken: UVWarp modifier does not work properly

(example: 2.79b release)
(example: 2.80, edbf15d3c0, blender2.8, 2018-11-28, as found on the splash screen)
Worked: (optional)

I have attached the blend file here.
http://sodasi.com/robot-bug.blend

As you can see if you move the bone the mapping is very wrong no matter how you change uv axis. I really hope I'm not going to waste your time, but I spend 1 week trying to figure out what to do, so I made sure the uv is not mirrored on both objects, I used any combination possible for uv mapping.. but nothing so far..

Steps to reproduce

  1. Add a cube
  2. Subdivide this few cuts
  3. Add 2 materials, on second material add a uv layout -> part of the cuube, asign the uv and material to this
  4. Unwrap, and assign image
  5. add a plane with the image and unwrapp it
  6. add 2 bones
  7. the smallest bone call it target, the second root
    8 add a UVWarp modifier -> setup armature to these bones
  8. go to pose mode and move the target (from "From" column)
    10 Result. The mapping is very very very very wrong

Expected result -> when you move the target bone, the mapping should be correct

**System Information** Operating system: Windows 10 Graphics card: Nvidia **Blender Version** Broken: UVWarp modifier does not work properly (example: 2.79b release) (example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen) Worked: (optional) I have attached the blend file here. http://sodasi.com/robot-bug.blend As you can see if you move the bone the mapping is very wrong no matter how you change uv axis. I really hope I'm not going to waste your time, but I spend 1 week trying to figure out what to do, so I made sure the uv is not mirrored on both objects, I used any combination possible for uv mapping.. but nothing so far.. Steps to reproduce 1. Add a cube 2. Subdivide this few cuts 3. Add 2 materials, on second material add a uv layout -> part of the cuube, asign the uv and material to this 4. Unwrap, and assign image 5. add a plane with the image and unwrapp it 6. add 2 bones 7. the smallest bone call it target, the second root 8 add a UVWarp modifier -> setup armature to these bones 9. go to pose mode and move the target (from "From" column) 10 Result. The mapping is very very very very wrong Expected result -> when you move the target bone, the mapping should be correct
Author

Added subscriber: @iulian.flester

Added subscriber: @iulian.flester
Author
I forgot to mention that I'm following this tutorial https://www.youtube.com/watch?v=5NlvgMYZgaY&list=PLda3VoSoc_TR7X7wfblBGiRz-bvhKpGkS&index=63 And this is the mouth image https://www.dropbox.com/s/knjoc3jfd0m1gel/mouths-layout-16.png?dl=0 ]]

Added subscriber: @ZedDB

Added subscriber: @ZedDB

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Sebastian Parborg self-assigned this 2018-12-14 17:56:30 +01:00

This is not an issue with 2.8. The same thing happens in 2.79. You simply tried to map the wrong axis to the UV moment.
In the tutorial he mapped the image on the global XZ plane while you tried to do the same but in the YZ plane (and thus the settings can not be the same for it to work)
I have attached a file where I simply rotated the plane and now it works: robot-bug_fixed.blend

This is not an issue with 2.8. The same thing happens in 2.79. You simply tried to map the wrong axis to the UV moment. In the tutorial he mapped the image on the global XZ plane while you tried to do the same but in the YZ plane (and thus the settings can not be the same for it to work) I have attached a file where I simply rotated the plane and now it works: [robot-bug_fixed.blend](https://archive.blender.org/developer/F5953862/robot-bug_fixed.blend)
Author

So you are saying that in order this to work it has to be oriented in a specific way .... This sound to me like a bug: I never said is 2,8 issue. It replicates to 2,8 and 2,7X as you sa said. So I think there should be a solution for this to work, like maybe add -X, -Y and -Z ... I don't know, but the way is now is very very confusing. I guess just multiplying by -1 on x,y,z should do the trick and offer alot more options.

Thank you very much for taking time to respond to my bug.
Happy Christmass

So you are saying that in order this to work it has to be oriented in a specific way .... **This sound to me like a bug**: I never said is 2,8 issue. It replicates to 2,8 and 2,7X as you sa said. So I think there should be a solution for this to work, like maybe add -X, -Y and -Z ... I don't know, but the way is now is very very confusing. I guess just multiplying by -1 on x,y,z should do the trick and offer alot more options. **Thank you very much for taking time to respond to my bug.** Happy Christmass

The bones you are using has to have a specific orientation, yes. You are actually not using the global axis but the local bone axis. For bones the Y axis is following the direction of the bone.
Which is why in the tutorial you mapped the U coordinate to the X axis and the V coordinate to the Y axis.

So if you want to use some other orientation, you simply rotate the bones until they point in the correct way for that view.

The bones you are using has to have a specific orientation, yes. You are actually not using the global axis but the local bone axis. For bones the Y axis is following the direction of the bone. Which is why in the tutorial you mapped the U coordinate to the X axis and the V coordinate to the Y axis. So if you want to use some other orientation, you simply rotate the bones until they point in the correct way for that view.
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
2 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#59330
No description provided.