Problems of UV coordinates and SVG export #76736
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Reference: blender/blender#76736
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System Information
Operating system: Windows 10 1903
Graphics card: rtx 2070 super and rtx 2080
Blender Version
Broken: 2.9 alpha and all older versions
Worked: none worked
Short description of error
No.1, 2D UV point average coordinate behaves differently from other 3D package or 2D programs.
No.2, when exporting uv as svg from a blender file whose name contains Chinese charactor, the result svg file would have encoding issue in block causing most software treat the svg file as borken file.
Detailed problem discription here https://devtalk.blender.org/t/problems-of-uv-coordinates-and-svg-export/13148
Exact steps for others to reproduce the error
Just try the attached blend file.
你好测试.blend
Based on the default startup or an attached .blend file (as simple as possible).
Added subscriber: @baoyu
Added subscriber: @lichtwerk
Changed status from 'Needs Triage' to: 'Needs User Info'
Just a first stab in the dark:
Does it help to specifiy encoding? Changing it "by hand" to
or
Does the import in other software work then?
Nope.
e.g. my blender file name is "你好测试.blender" ("Hello test.blender" in English), when I export uv map as svg, other programs wouldn't recognize it. When open that svg file in text editor, note the 6th line goes:
It's these Chinese charator being wrongly encoded to some weird unicode. I guess some tweaks in the svg export python script would solve the issue. Though I could manually fix this issue using text editor, I thought maybe the developer could solve the inconvience once for all CJK language users.
Maybe a misunderstanding, what I meant is changing the first line in the svg file in a text editor and save, have you tried that?
(your first line still shows as
<?xml version="1.0" standalone="no"?>
-- no encoding specified...)Added subscriber: @jenkm
No.1
Here the average value for all vertices, some vertices are overlaid.
For example:
( 0.5 + 0.5 + 0.5 + 0.25 + 0.25 + 0.0 ) / 6 = 0.333
I have no problems with exporting svg and then opening it in Affinity Designer.
Thank you! If I don't misunderstand what you said, when I don't rip apart the uv faces, the uv points are just overlaping each other like this:
However, this agorithom is kind unintuitive to artist, especially for those who are used to 2D programs that thinks and manipulates things in 2D space.
I highly suggest we offer a choice to change this calc behavier!
Why? How did you make that happen?
Oh, I think I figured it out! Maybe it's be i18n thing. Can I see your translation config in Blender preference?
This is mine:
I use English, but I also tried switching to others.
Try "Load Factory Preferences" and then export.
I was using automatic, and basically automatic is the same as English. I tried switch to English, that didn't work either.
Then I tried export after Load Factory Preferences, failed again.
BTW, thanks for your patience!
Changed status from 'Needs User Info' to: 'Needs Triage'
Added subscriber: @ideasman42
Changed status from 'Needs Triage' to: 'Needs User Info'
Please include the generated SVG, when I export this file on Linux I get the file name working properly:
Here's the svg I exported from
Blender 2.90.3 Alpha
Hash:
86fa8dc7f7
If you type this into the Python console, does it display the file path properly?
(press Enter).
I see:
It returns:
This issue was referenced by blender/blender-addons@86c4ca71ef
Changed status from 'Needs User Info' to: 'Resolved'
Committed fix blender/blender-addons@86c4ca71ef
Good job Campbell!
Could you please check the other issue I posted ;)
@baoyu Blender uses the median center for coordinates, this is working as intended, we could support this but it's not something we use the bug tracker for.
@ideasman42 Thanks! I was trying to implement that feature by making a addon, though my python skill is on a low level and I can't find default api for manipulating UV coordinate :(