Member TeaCrab Posted May 4, 2015 Member Report Share Posted May 4, 2015 I draw in texture editor for better color ID/ no bleeding on sharp edge geometry. I noticed that, when I place my Texture Editor UV vertically above my 3D Viewport, the zoom pivot point is located almost inside my viewport. Then I moved the texEditor to the side of my view port, it then pivots at almost middle of the screen. I tested a little bit more. I found out that the formula for the location of the pivot point: Define: of the texture editor's viewport W = Width H = Height (x, y) = coordinates of the Zoom Pivot Point of texture editor. Function: (x, y) = (W/2, W/2) So... H is completely relevant. This is magical... So... if you don't want annoy yourself to death, don't place texture editor above or below the 3D viewport; Unless you are using a vertical monitor or you shrink the texture editor into a really small square. There are not enough vertical space on wide screen monitors to make this work. So yea, keep your texture editor square shaped, or it will pivot at non-center. End of story. Awaiting OCD to cool down. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted May 4, 2015 Report Share Posted May 4, 2015 Hi! Camera Settings Rotate around Which option are you using ? Quote Link to comment Share on other sites More sharing options...
Member TeaCrab Posted May 4, 2015 Author Member Report Share Posted May 4, 2015 Which option are you using ? I was using the [Rotate Around Current Pick Point] Option. btw, I'm talking about texture Editor, not 3D viewport. Quote Link to comment Share on other sites More sharing options...
Member TeaCrab Posted May 4, 2015 Author Member Report Share Posted May 4, 2015 So... H is completely relevant. Quoted myself for a mistake: H is completely IRRELEVANT. Quote Link to comment Share on other sites More sharing options...
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