Kineme3D Object Blend doesn't Blend UV coordinates

The K3D "Object Blend" and "Blend Renderer" nodes don't blend the UV coordinates of a mesh.

At the moment (kineme 3D 1.7), the UV coordinates are always those of the first object (blend 0). Even with blend set to 1 the UV coordinates are still those of the first object (while the xyz vertex coordinates are the ones of the second object, as expected).

Not sure if this really is a bug, but is sure is unexpected behavior.

It would be nice if they would also blend, just like the normal xyz vertex coordinates.

I attached a .zip with compositions that demonstrate the bug.

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Kineme3D_uv_blend.zip275.14 KB

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khenkel's picture
Re: Kineme3D Object Blend doesn't Blend UV coordinates

I've just added UV blending to the ObjectBlend patch, and will include in the next Kineme3D release. Thanks for the including the compositions, that made it very easy to identify and fix the behavior.

renaars's picture
Re: Kineme3D Object Blend doesn't Blend UV coordinates

Thnx for the fast fix and reply. Any hint about a release date for the next Kineme3D?

khenkel's picture
Re: Kineme3D Object Blend doesn't Blend UV coordinates

It's high on my to do list, and will likely be later this week.

smokris's picture
Re: Kineme3D Object Blend doesn't Blend UV coordinates

@renaars — We just published Kineme3D 1.8, which fixes this issue.

renaars's picture
Re: Kineme3D Object Blend doesn't Blend UV coordinates

Just did a quick test, works as expected. Thanks.