The Edit UVWs dialog contains a number of rollouts that provide various tools for editing texture coordinates. Among these
are tools for transforming and subdividing UVWs procedurally, thus providing artists with useful shortcuts for more-efficient
texture editing.
Interface
The Edit UVWs dialog rollouts are arrayed vertically on the right side of the dialog, and can be opened, closed, and scrolled
just like rollouts on the command panels.
Quick Transform rollout
You can transform UVW sub-objects manually with the tools on the upper toolbar, or procedurally with these tools.
- Set Pivot
-
Positions the pivot (centerpoint) for manual and procedural transforms to the center or any corner of the bounding rectangle
of the selection. Choose any option from the flyout; thereafter that option remains the default while the editor remains open.
However, changing the selection always places the pivot initially at the selection center.
NoteWhile
Freeform mode is active, you can position the pivot manually by dragging it. The pivot appears in the editor window as a large crosshairs
that uses the
Gizmo Color setting.
- Align Horizontal
-
Lines up selected vertices or edges horizontally. Choose the method from the flyout:
At the Edge level, if you press Shift when clicking the button, Align loops through all selected edges and lines up all the edge loops of those edges horizontally.
In that case it is enough to select one edge on each edge loop to line up. It can also line up UV seam edge loops.
- Align Vertical
-
Lines up selected vertices or edges vertically. Choose the method from the flyout:
At the Edge level, if you press Shift when clicking the button, Align loops through all selected edges and lines up all the edge loops of those edges vertically.
In that case it is enough to select one edge on each edge loop to line up. It will also line up UV seam edge loops.
- Linear Align
-
Lines up selected vertices and edges (but not polygons) between the endpoint vertices, which remain in place.
- Align to Edge
-
Rotates the selected edge to absolute horizontal or vertical, whichever is closest, then selects all remaining edges in the
cluster and rotates them the same amount.
- Rotate -90 around Pivot
-
Rotates the selection 90 degrees counter-clockwise about the pivot.
- Rotate 90 around Pivot
-
Rotates the selection 90 degrees clockwise about the pivot.
- Space Horizontally
-
Evenly spaces vertices belonging to multiple, connected, selected horizontal edges, such as an edge loop.
For example, to create a horizontal loop of texture polygons of uniform width, first select the horizontal edge loops above
and below the polygons, then click Space Horizontally.
Space Horizontally is best used at the Edge level. It also works at the Vertex level, but it converts the vertex selection
internally to edges. Thus, to avoid ambiguous results when working at the Vertex level, use it with single loops of selected
vertices.
At the Edge level, if you press Shift when clicking the button, Space Horizontally works on the edge loop to which each selected edge belongs. In that case it
is enough to select one edge on each edge loop to space. It also applies to UV seam edge loops.
- Space Vertically
-
Evenly spaces vertices belonging to multiple, connected, selected vertical edges, such as an edge loop.
For example, to create a vertical loop of texture polygons of uniform height, first select the vertical edge loops on the
polygons' left and right sides, then click Space Vertically.
Space Vertically is best used at the Edge level. It also works at the Vertex level, but it converts the vertex selection internally
to edges. Thus, to avoid ambiguous results when working at the Vertex level, use it with single loops of selected vertices.
At the Edge level, if you press Shift when clicking the button, Space Vertically works on the edge loop to which each selected edge belongs. In that case it is
enough to select one edge on each edge loop to space. It also applies to UV seam edge loops.
Reshape Elements rollout
- Straighten Selection
-
Rotates the sides of each selected polygon to absolute vertical or horizontal, whichever is closer. The result is a rectangular
grid. Applies only to selected texture polygons.
- Relax Until Flat
-
Changes the apparent surface tension in a selection of texture vertices by moving vertices closer to, or away from, their
neighbors, until all polygons are of an equivalent size. Available at all sub-object levels, and, if no sub-objects are selected,
applies to all sub-objects.
Relaxing texture vertices can make them more evenly spaced, resulting in easier texture mapping.
- Relax: Custom
-
Relaxes the texture vertices using the current settings (see following).
- Relax Settings
-
Stitch rollout
Most UV vertices and edges on cluster seams (that is, on the outer edge of a cluster) have shared sub-objects on other cluster seams. Both represent the same sub-object in the object mesh, but are represented twice or more
in the UV mapping because of the subdivision into clusters. Use the Stitch tools to connect selected sub-objects on a cluster
seam to their shared sub-objects on another cluster's seam. To see shared sub-objects in the editor window (highlighted in
blue by default), turn on Display menu Show Shared Sub-Objects, or Unwrap Options dialog Show Shared Subs. You can also use the Show Shared Subs setting to change the color of highlighted shared sub-objects. Also, with Show Vertex Connections on at the Vertex level, you can see exactly which vertices will be connected to which.
Although Stitch works only at the vertex and edge levels, it is available at all sub-object levels, and applies to all seam-based
vertices and edges associated with the selected sub-objects. If only one UV vertex is selected and it has more than one corresponding
UV vertex, it will be stitched to the closest one. In all other cases Stitch finds the best match, if the match is unselected,
or stitches to the selected match.
- Stitch to Target
-
Moves the selected sub-objects to the shared sub-objects.
- Stitch to Average
-
Moves both sets of sub-objects to the average positions.
- Stitch to Source
-
Moves the shared sub-objects to the selected sub-objects.
- Stitch: Custom
-
Connects sub-objects based on the current
Stitch Tool dialog settings (see following).
This tool is also available as Stitch Selected on the editor Tools menu.
- Stitch Settings
-
Explode rollout
Use the tools in the first row of this rollout for breaking up texture coordinates into separate clusters. The Flatten tools
work on selected texture polygons, or if no polygons are selected, on all polygons.
- Break
-
Applies to the current selection; works differently in the three sub-object modes. At the Vertex sub-object level, Break
replaces each shared vertex with two vertices. With edges, Break requires at least two contiguous edges to be selected, and
separates each edge into two. With polygons, Break splits the selection off from the rest of the mesh into a new element.
- Flatten by Face Angle
-
Breaks up the texture polygons using the following settings:
- Face Angle Threshold=60.0
- Spacing=0.02
- Normalize Clusters=on
- Rotate Clusters=on
- Fill Holes=off
- By Material IDs=off
- Flatten by Smoothing Group
-
Breaks up the texture polygons using their
smoothing group IDs.
When flattening by smoothing group, in order to form a separate cluster, a group of polygons must be fully enclosed by hard
edges; that is, polygons that do not share any smoothing group IDs with their neighbors. If some polygons have multiple smoothing
group IDs, it's possible that the texture coordinates would not be able to be split into separate clusters.
- Flatten by Material ID
-
Breaks up the texture polygons using the current
Flatten Mapping dialog settings except for By Material IDs, which it always treats as on. That is, it ensures that no cluster contains more than
one material ID after flattening.
- Flatten: Custom
-
- Flatten Settings (on Flatten: Custom flyout)
-
Weld group
With the exception of Target Weld, the Weld commands here combine edges on different clusters at the average of their positions.
- Target Weld
-
Combines a pair of vertices or edges into a single sub-object. Available only at the Vertex and Edge sub-object levels.
Turn on Target Weld, and then drag one vertex to another vertex, or one edge to another edge. As you drag, the cursor changes
in appearance to cross hairs when it's over a valid sub-object. While this command is active, you can continue welding sub-objects,
and change the sub-object level. To exit Target Weld mode, right-click in the editor window.
- Weld Selected Subobject
-
Combines selected sub-objects to a single vertex, based on the Weld Threshold setting. You can set the threshold in the Unwrap
Options dialog
Misc. Preferences group.
- Weld All Selected Seams
-
Combines selected seam edges; that is, the edges that outline a cluster, which are normally colored green. When you select
a seam edge, its counterpart on the adjacent (in XY space) cluster turns blue. If you also select that seam edge, you can
them combine them by clicking Weld All Selected Seams.
- Weld Any Match with Selected
-
Combines a selected seam with its counterpart on another cluster without having to select the counterpart edges first.
Peel rollout
The Peel tools provide an implementation of the LSCM (Least Square Conformal Maps) method of unwrapping texture coordinates,
for an easy and inutuitive workflow in flattening complex surfaces. This rollout also includes tools for working with the
Pin aspect of the Peel feature. When using Peel, pinned vertices are held in place while the rest of the vertices move.
For a brief demonstration of how to use the Peel tools, see this procedure.
TipFor best results, before using the Peel tools, specify the texture-coordinate outlines using the
Seam tools.
NoteThe Peel tools are also available on the
Peel Rollout in the Unwrap UVW modifier main interface (Modify panel).
- Quick Peel
-
Performs a "best-guess" Peel operation on texture vertices (except pinned ones) by distributing vertices evenly based on
their average locations while trying to maintain existing polygon shapes.
Quick Peel is suitable for simple texture-mapping applications, but for better control, use Peel Mode instead (see following).
NoteIf you use Quick Peel at the Polygon level and any polygons are selected, only those polygons are affected. Otherwise, all
clusters are affected.
TipIn some cases, repeated applications of Quick Peel can improve the results.
- Peel Mode
-
Applies a Quick Peel (see preceding) and then stays active so you can adjust the layout of the texture coordinates interactively.
You do so by dragging sub-objects in the Edit UVWs dialog window, which redistributes all vertices in the cluster evenly around
any pinned vertices.
While Peel Mode is active, you can create seams with the Edit Seams and Point-to-Point Seams tools and they automatically "peel" off as you go. Alternatively, in the editor, select some edges and use the Break tool to split the edges and automatically re-peel the cluster.
When Auto-Pin Moved Vertices is on (the default), moving a sub-object in Peel mode pins (locks) all vertices belonging to the sub-object.
NoteIf you activate Peel Mode at the Polygon level with selected polygons, only those polygons are subject to peeling, even if
you switch to a different sub-object level (while Peel Mode is active). Otherwise, all clusters are affected.
- Reset Peel
-
Merges existing map seams, converts Peel seams to new map seams, and then Peels and normalizes the resulting clusters. With
nothing selected, Reset Peel affects all polygons. With a polygon selection, the borders of the selection are separated from
the other clusters and become new map seams.
Use Reset Peel to reconnect map seams on previously mapped geometry, or to quickly break off and Peel a selection.
Pins group
When a vertex is pinned, it is held still when you move other vertices in Peel Mode (see preceding). By default, Auto-Pin
Moved Vertices is on, so that moving a sub-object with Peel Mode active subsequently pins its vertices.
A pinned vertex is indicated visually with a small blue square outline.
NoteIt's possible to move a pinned vertex; this has no effect on its pinned status.
- Pin Selected
-
Pins all selected vertices. Works at the Vertex level only.
- Unpin Selected
-
Unlocks the positions of selected, pinned vertices so they can then move as part of the Peel Mode process.
- Auto-Pin Moved Vertices
-
When on, moving a sub-object or cluster with Peel Mode active subsequently pins its vertices. When off, you can move only
pinned vertices in Peel mode.
- Select Pinned Verts
-
When on, you can select only pinned vertices. No other operation is available in this mode. One use is to apply Unpin Selected
after selecting vertices in this mode.
Arrange Elements rollout
Use these tools to arrange elements automatically in various ways. Packing is useful for adjusting the layout so that clusters
don't overlap.
The Pack tools apply only to selected clusters when one or more sub-objects are selected, or to all clusters when nothing
is selected.
- Pack: Custom
-
Distributes texture-coordinate clusters through the texture space using parameters you specify with Pack Settings (see following).
This is useful if you have several overlapping clusters and wish to separate them.
Pack: Custom respects the Rescale Priority value (see following) when Rescale Clusters is on.
- Pack Settings (from Pack: Custom drop-down)
-
Opens the
Pack dialog for specifying Pack: Custom parameters.
- Rescale Elements
-
Automatically scales all clusters, in place, in proportion to each other.
Rescale Elements respects the Rescale Priority value (see following) whether or not the Rescale switch is on. When groups
are present, it always applies to the group members plus any selection (or all clusters if nothing is selected). If no groups
are present, Rescale Elements applies only to selected clusters when one or more sub-objects are selected, or to all clusters
when nothing is selected.
- Pack Together
-
Moves clusters as closely as possible into the 0-1 UV space (blue square) without normalizing (see Pack Normalize), while
respecting the Rescale, Rotate, and Padding settings (see following).
Pack Together respects the Rescale Priority value (see following) when groups are present and the Rescale switch is on.
- Pack Normalize
-
The same as Pack Together but automatically scales all clusters uniformly to fit them into the 0-1 UV space (blue square),
known as "normalization," while respecting the Rescale, Rotate, and Padding settings (see following).
Pack Normalize respects the Rescale Priority value (see following) when groups are present and the Rescale switch is on.
- Rescale
-
When on, and you use Pack Together or Pack Normalize, scales individual clusters so that texture element sizes are uniform.
- Rotate
-
When on, and you use Pack Together or Pack Normalize, rotates individual clusters for the most efficient use of space.
NoteIn some cases Pack can rotate clusters by 90 degrees even if Rotate or
Rotate Clusters (for Pack: Custom) is off.
- Padding
-
The spacing between neighboring elements after packing. For best results, use a relatively low value.
Element Properties rollout
Grouping in the Unwrap UVW modifier lets you specify that certain texture clusters should stay together during Pack operations
(see preceding). You can also specify relative rescaling for grouped clusters.
- Rescale Priority
-
When you use Arrange Elements rollout tools (see preceding), the Rescale Priority value enables relative scaling of clusters
(see Arrange Elements rollout, preceding). Range=0.0 to 1.0. Default=1.0.
Rescale Priority applies to these tools under the specified conditions:
- Pack Custom with Rescale Clusters on
- Rescale Elements
- Pack Together with the Rescale option on
- Pack Normalize with the Rescale option on
NoteIf you set the value from the keyboard, be sure to press Tab or Enter after doing so so that the value "takes."
To use Rescale Priority, first group one or more clusters (see Group Selected, following), then set the value. Then, when
you use an operation that involves rescaling, the Rescale Priority value is applied to this group as a multiplier.
For example, say you group some clusters, and then select a polygon belonging to one of the clusters and set Rescale Priority
to 0.5. Then you apply Pack Together or Pack Normalize to all clusters, with the Rescale option enabled. The result is that
the clusters belonging to the group are half the size that they would be otherwise. (Non-grouped clusters always use a scaling
factor of 1.0, or 100%.)
Groups group
The Groups functions are available at the Polygon sub-object level only. Using Pack Together or Pack Normalize on grouped
clusters retains the original spatial relationship of the members of each group, and optionally applies scaling based on the
Rescale Priority value for a group and the state of the Rescale option.
For example, if two or more clusters are superimposed because they represent different parts of the geometry that use the
same part of the texture map, you could keep them from separating during Pack procedures by selecting them all and then clicking
Group Selected.
- Group Selected
-
Adds clusters to a new group. Select at least one polygon in each of one or more different clusters and then click Group
Selected. You can create any number of groups.
After you create a group, you can, in effect, select the group by selecting any polygon in the group. Doing so enables two
features:
- The group number appears at the bottom of the rollout.
- The Rescale Priority setting shows the current value. If you change the value, it applies to all members of the group.
- Ungroup Selected
-
Deletes an existing group. Select at least polygon in a grouped cluster and click Ungroup Selected to remove all clusters
from the group and eliminate the group.
- Select Group
-
Selects all clusters belonging to a group. Select at least one polygon in the group and then click Select Group to select
the clusters.
If you use Select Group with multiple groups (that is, multiple polygons selected in different groups), only one group is
selected. Which group gets selected is unpredictable.
- No groups selected / Selected groups # # ...
-
This read-only field reads "No groups selected" when no polygons are selected that belong to any groups. If one or more polygons
that belong to grouped clusters are selected, the field reads "Selected groups # # ..." where each # shows the group number
or numbers selected.