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Am 25.01.2015 um 07:58 schrieb Mr:
> it works seamlessly, now both uv textures map the same. this is the python
> making the translation (z can be scaled and offset as well):
>
> mappingDif = ("scale <%.4g,%.4g,%.4g> translate <%.4g,%.4g,%.4g>" % \
> ( 1.0 / t_dif.scale.x,
> 1.0 / t_dif.scale.y,
> 1.0 / t_dif.scale.z,
> 0.5-(0.5/t_dif.scale.x) + t_dif.offset.x,
> 0.5-(0.5/t_dif.scale.y) + t_dif.offset.y,
> 0.5-(0.5/t_dif.scale.z) + t_dif.offset.z))
Looks good. The offset should be fine, too, provided Blender applies
offset after scaling; if instead it applies offset before scaling,
dividing the offset by t_dif.scale.* should do the trick.
Glad I could help :)
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