UV-stack sorting (changing order)
Motivation: some game engines read UV-maps with their order, not with names. So it will be more handy to have buttons for UV-shift as vertex groups have.
Now order only can be changed with copying and deleting.
Motivation: some game engines read UV-maps with their order, not with names. So it will be more handy to have buttons for UV-shift as vertex groups have.
Now order only can be changed with copying and deleting.
21 Comments
Ok but why ask for the old school push buttons while the entire world uses drag and drop on any editable list?
* @-L0Lock- * Operators are kept as buttons whereas stacks are evaluated on update, this is for efficiency and might not be responsive as drag and drop.
* @PTCreative * But isn't it possible to make it evaluate only after releasing the slot in the stack?
* @-L0Lock- * I'm sure it is possible, that list type just hasn't been developed yet as drag and drop. Ui lists are also layed out in Python but the drag and dropables aren't in the API so there's quite a bit of work to do.
* @PTCreative * Yes, that's why we ask stuff here.
* @-L0Lock- * Nothing wrong with that. Just letting you know why.
Replacing the buttons with "drag & drop" would save UI space too, so you have room for other UV map buttons besides up/down. Maybe duplicate UV map & merge UV maps? Not sure how useful merging UVs would be though...
Valid as a technical explanation until you realize the rest of the world just happens to work with drag and drop. These controls are painful when you have 80 parameters in a geometry-nodes setup.
I've submitted a revision to implement this developer.blender.org/D9978
It would be really helpful if people could give some concrete examples of how this feature would be helpful
* @Damien Smith * I need this.. now... like really soon, pretty much yesterday.
I didn't know about the existence of your PR, as a result I spent way too much time creating mine. projects.blender.org/blender/blender/pulls/134590
Yeah.... It always pain in the ass when it need to just switch channels order.
I wonder how deleting the first UV map would ever be an acceptable solution for reordering. 😅
Agree with this.
Agree with this. It's a little paper cut, but working with models from other software sometimes you also get the wrong UV map in slot one and it's a small, but definite inconvenience to copy and paste and copy and paste to move UV maps around.
Bumping up. We still need this. Specific problem I have is that Substance P only recognizes the first UV map and it's a pain to reorder them when I have multiple UV maps.
This one is killing me right now for this exact game-engine reason. I create three UV map channels using geometry nodes and, even though I try to create them in the right order, Blender doesn't seem to care about my feelings.
Damn It's 2022 and we are technologically still not there yet. Sometimes blender is your biggest friend and sometimes it's the worst nightmare.
Very important feature! 10 mo have passed and no updates?
Yes pleeeeeease! I had this issue a lot.
I agree this would be a useful feature. What I'm wondering though, is there any use case where the stack order actually affects the end result for UV maps, or is this purely for keeping things organized?