Yea, I think that this would also be a great idea. It would also good for the tangent space map too so that people can flip the green (Y+ to Y-) for when they are using game engines such as UDK or CryENGINE.
On 14 Jun 2013, at 09:58, Fredrik hansson <fredrikhansson_12...@yahoo.com> wrote: > a better option imo would be to give 3 small dropdown boxes under the object > space selection or somewhere similar to the user where you can pick what goes > where so you set it to match your target application > > > > > ________________________________ > From: "metalliandy...@googlemail.com" <metalliandy...@googlemail.com> > To: "bf-committers@blender.org" <bf-committers@blender.org> > Sent: Friday, June 14, 2013 10:50 AM > Subject: [Bf-committers] Object space normal map axis proposed change. > > > Hy everyone, > > I would like to propose a change the the axis configuration that is currently > used when baking to object space normal maps. What does everyone think about > changing it so that the axis matches the one for the tangent space normal > maps (X+ Y+ Z+)? > Currently the OS maps use a very odd configuration so if anyone wants to use > them in other applications, or as something like a selection/direction mask > while texturing, they have to do some very complicated channel flipping and > swapping within Photoshop which is confusing even to experienced users. > > Cheers, > > -Andy > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers