In beta 2 when i use UV as projection and set 2 other textures to linked, when i move the main one the linked still show there old position when i select them in the list. Is that normal or that a bug?
It seems only thing which works than is using scale from the panel. Adjusting the textures position using the circle doesnt update the linked ones.
We also need manual input i think. The circle widget is a bit wonky to work with, keeps jumping all over the place even when snapping is turning off.
[BUG] Linked UV texture does work
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I tried on beta 3, one thing I see not working is the rotation. Rotating one does not rotate the other.Rombout wrote: ↑Thu Jun 27, 2019 11:18 pmIn beta 2 when i use UV as projection and set 2 other textures to linked, when i move the main one the linked still show there old position when i select them in the list. Is that normal or that a bug?
It seems only thing which works than is using scale from the panel. Adjusting the textures position using the circle doesnt update the linked ones.
We also need manual input i think. The circle widget is a bit wonky to work with, keeps jumping all over the place even when snapping is turning off.
Everything else seems updating correctly.
We'll fix that and do a proper check anyway.
I don't see the wonkyness you're talking about....
- Rombout
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I think the wonkyness is due to snapping, it seems to be snapping to geometry.
I tried it again and in Beta 3 does work, not sure when i did the test or if it was beta 2. Im using UV mapped geometry so why i move i only get this blue circle. THe object is 3d mesh of wooden floor, so the circle sometimes flippes 90deg. It keeps doing that even when i disable snapping. It seem to just keep following the surface of the mesh.
I tried it again and in Beta 3 does work, not sure when i did the test or if it was beta 2. Im using UV mapped geometry so why i move i only get this blue circle. THe object is 3d mesh of wooden floor, so the circle sometimes flippes 90deg. It keeps doing that even when i disable snapping. It seem to just keep following the surface of the mesh.