Applies a set of texture UV coordinates to a polygon mesh object and unfolds the projection using the edges you specify as
cut lines or seams. When unfolding, the cut lines are treated as if they are disconnected to create borders or separate islands
in the texture projection. The result is like peeling an orange or a banana and laying the skin out flat.
To apply: Choose from any toolbar.
To redisplay: In an explorer, expand the object's node and click the icon of its Unfold property.
For a complete procedure, see Unfolding a Texture Projection [Texturing].
Unfold
Unfold Cut Line
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Replaces any previously defined cut lines with the currently selected edges. Use this if you want to start over with a completely
different cut line.
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Removes the selected edges from the list of edges to use as cut lines.
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Adds the selected edges to the list of edges to use as cut lines.
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Selects the edges defined as cut lines and highlights them in the 3D views.
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Create UV/Update UV
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Creates the initial unfolding and stores it in a texture UV property called Unfold. Once the initial unfolding has been created,
this button changes to .
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Recalculates the unfold based on the current cut line and other settings, and re-packs the islands in the texture editor.
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Recalculates the unfold based on the current cut line and other settings, without altering the arrangement of the islands
relative to each other in the texture editor.
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Pack
All of the settings on the Packing tab control how the unfolded islands are arranged relative to each other in UV space.
Packing Options
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Check this box to see the results in the texture editor as you make changes to the packing settings. Note that this can cause
delays as the texture editor gets updated, particularly with settings that require lengthy calculations.
If you leave this option off, click to update the texture editor manually.
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Click to update the texture editor with your changes to the packing settings when is off.
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Island Order
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Controls the order in which the UV islands are arranged when packing.
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finds a spot for the smallest island, and then moves on to find a spot for the next smallest, and so on.
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finds a spot for the largest island, then the next largest, and so on. This is the default setting because it generally finds
an efficient packing.
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lays out the pieces in a random order. You can change the sequence using the parameter.
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Changes the order in which the UV islands are packed. This parameter has an effect only when is set to . Different values may result in more or less efficient arrangements — try different values until you find one that works
well for a particular unfolding.
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Island Positioning
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Controls the distance between UV islands. A value of 0.0 leaves just a tiny space between the islands, while a value of 1.0
puts each island in its own row.
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Controls the increments used when trying to place UV islands. is the most likely to find optimal placements but takes the longest to calculate, while is the fastest to calculate but may not give the best arrangement. and fall in-between the two extremes.
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Island Orientation
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Controls the starting orientation of the UV islands, before the packing algorithm tries placing the islands at rotational
increments determined by the .
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Controls the rotational increments in degrees that the packing algorithm uses when trying to place the UV islands in an optimal
arrangement. If this option is set to , the packing algorithm does not try out different orientations but simply uses the .
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Island Scaling
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Controls how UV islands are scaled with respect to each other:
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Post Operations
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Rotates the entire arrangement of all UV islands.
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Controls how the islands fit into the UV space.
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tries to place the islands as efficiently as possible. This may result in some wasted space.
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stretches the result in either U or V so that the complete arrangement of UV islands occupies a squarish area. This may result
in distortion (for example, circles become ellipses).
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Uses the bounding box of each UV island when packing, rather than the islands' actual outline. This speeds up the computation
but typically results in more wasted space. It can be useful when packing an object with very many small islands.
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