User Guide: Edit
From UVLayout Docs
(Difference between revisions)
Revision as of 07:43, 5 August 2021 (edit) Headus (Talk | contribs) ← Previous diff |
Current revision (04:06, 3 November 2023) (edit) (undo) Headus (Talk | contribs) |
||
(3 intermediate revisions not shown.) | |||
Line 3: | Line 3: | ||
; Symmetry Find Off/On : If parts of your mesh have mirrored topology, you can use the Symmetry tool to speed up cut'n'weld operations. Click on the '''Find''' button, then LMB click on any edge that sits on the mirror line (i.e. the line that divides the two symmetrical halves), then tap the space bar to continue; if all goes well, the left half of the mesh will be shaded darker than the right, indicating that symmetry editing is now active; the slider that appears can be used to adjust the level of darkening. Yellow shading is applied to non-symmetrical polys. | ; Symmetry Find Off/On : If parts of your mesh have mirrored topology, you can use the Symmetry tool to speed up cut'n'weld operations. Click on the '''Find''' button, then LMB click on any edge that sits on the mirror line (i.e. the line that divides the two symmetrical halves), then tap the space bar to continue; if all goes well, the left half of the mesh will be shaded darker than the right, indicating that symmetry editing is now active; the slider that appears can be used to adjust the level of darkening. Yellow shading is applied to non-symmetrical polys. | ||
- | : Cut, weld, detach, attached, drop and undrop actions from then on will be mirrored across to the other half. When packing, symmetrical shells will be arranged to the left and right sides of tiles and boxes. Click on the '''Off''' button if you want to turn the mirroring off. | + | : Cut, weld, detach, attach, drop and undrop actions from then on will be mirrored across to the other half. When packing, symmetrical shells will be arranged to the left and right sides of tiles and boxes. Click on the '''Off''' button if you want to turn the mirroring off for all of the mesh. If you want to remove the symmetry tagging from just ''some'' of the mesh, use the '''H''' key menu to hide the polys you don't want to change, then click the '''x''' button next to the slider; this will delete the symmetry tagging from all visible polys. |
: If parts of your mesh are symmetrical but detached (e.g. a pair of shoes), first LMB click on any edge in one shell, then MMB click on the mirrored edge in the other shell, then tap the space bar to continue. | : If parts of your mesh are symmetrical but detached (e.g. a pair of shoes), first LMB click on any edge in one shell, then MMB click on the mirrored edge in the other shell, then tap the space bar to continue. | ||
Line 13: | Line 13: | ||
: To quickly select edges on all matching shells, tap the '''=''' hotkey. Use the '''-''' hotkey to select edges on ''similar'' shells, that is, those with the same topology but not exactly the same size or shape, or use the '''+''' hotkey to select edges on ''all'' matching topology objects, regardless of size. When using the quick select mode, unaffected shells are temporarily hidden so you can easily see those that have been matched. At this point you can change the selected edges if you like, or use the '''H''' hotkey menu to hide matched shells that you don't want to copy to. '''Note:''' ''The quick select mode only works when in the 3D view, and on separated objects.'' | : To quickly select edges on all matching shells, tap the '''=''' hotkey. Use the '''-''' hotkey to select edges on ''similar'' shells, that is, those with the same topology but not exactly the same size or shape, or use the '''+''' hotkey to select edges on ''all'' matching topology objects, regardless of size. When using the quick select mode, unaffected shells are temporarily hidden so you can easily see those that have been matched. At this point you can change the selected edges if you like, or use the '''H''' hotkey menu to hide matched shells that you don't want to copy to. '''Note:''' ''The quick select mode only works when in the 3D view, and on separated objects.'' | ||
- | + | [[Image:UserGuide-Copy-Mirror.png|right|]] | |
: Tap the space bar when you have selected all the edges, and the UVs will be copied across if the selected shells match. To match, shells must have the same topology (i.e. the same number and arrangement of polygons). | : Tap the space bar when you have selected all the edges, and the UVs will be copied across if the selected shells match. To match, shells must have the same topology (i.e. the same number and arrangement of polygons). | ||
Line 20: | Line 20: | ||
; Get Picked / Offset : For U or V arranged copies, you have the option here to set a fixed offset value. For example, if you make this '''1''', then copied shells will be placed in the same location in adjacent tiles. You can also select one or more shells in the UV view, then click the '''Get Picked''' button, and the size of the bounding box of those shells will be copied into the offset field. Leave the offset on '''0.0''' and UVLayout will calculate the offset automatically so shells are arranged with a small gap between them. | ; Get Picked / Offset : For U or V arranged copies, you have the option here to set a fixed offset value. For example, if you make this '''1''', then copied shells will be placed in the same location in adjacent tiles. You can also select one or more shells in the UV view, then click the '''Get Picked''' button, and the size of the bounding box of those shells will be copied into the offset field. Leave the offset on '''0.0''' and UVLayout will calculate the offset automatically so shells are arranged with a small gap between them. | ||
+ | ; Prioritize Mirror : Toggle this on if you want to check for mirroring first when copying UVs. See the example mesh to the right; the two selected blobs are stretched spheres, so if copying the UVs from the left to the right, by default the UVs will end up exactly the same on the right blob. In this case though its more appropriate that the UVs are mirrored, and turning on this option will do that. | ||
</div> | </div> | ||
Line 46: | Line 47: | ||
; Shift-B : This sets how much a shell is scaled up by when using the '''Shift-B''' hotkey. | ; Shift-B : This sets how much a shell is scaled up by when using the '''Shift-B''' hotkey. | ||
- | ; Strength : Sets the strength of the flattening optimization. Normally you want to leave this at '''1''' for maximum strength/speed, but some people like to slow things down by reducing the strength, and then they can see whats happening and have the opportunity to abort the optimization before it goes too far. | + | ; Strength : Sets the strength of the flattening optimization. Normally this would be at '''1''' for maximum speed. If the strength is reduced, then the flattening optimization is more delicate, which may be desired in certain situations. Also when the strength is reduced, the '''F''' hotkey optimization stops after one step so the results can be assessed before proceeding. |
; R Key : This sets what action the '''R''' hotkey performs; '''Rect''' for the newer "Rectangles and Pipes" tool, or '''Relax''' for the old UV relaxing tool, which was long ago replaced with the '''4/5''' hotkeys. | ; R Key : This sets what action the '''R''' hotkey performs; '''Rect''' for the newer "Rectangles and Pipes" tool, or '''Relax''' for the old UV relaxing tool, which was long ago replaced with the '''4/5''' hotkeys. | ||
Line 64: | Line 65: | ||
: If no edges are tagged for welding, the '''M''' hotkey will also snap shells together if the mouse pointer is placed over a boundary edge. In this mode, if the '''Pack''' tool bleed is turn on, then a gap of that size is left between the shells. | : If no edges are tagged for welding, the '''M''' hotkey will also snap shells together if the mouse pointer is placed over a boundary edge. In this mode, if the '''Pack''' tool bleed is turn on, then a gap of that size is left between the shells. | ||
+ | |||
+ | ; Junk : Sets the UV tile location for shells thrown into the 'Recycle Bin' with the '''J''' hotkey. | ||
---- | ---- | ||
; Function Keys : The '''F1''' to '''F6''' function keys can be mapped to buttons in the GUI. Click on one of the '''Fn''' buttons in the GUI, then click on the button in the GUI you want it mapped to. You can then use that function key on the keyboard to perform the mapped action. Buttons that have been previously mapped are colored blue; unmapped buttons are grey. To remove a mapping, double click that '''Fn''' button. To show a reminder of what a mapped button does, hover the mouse pointer over it. | ; Function Keys : The '''F1''' to '''F6''' function keys can be mapped to buttons in the GUI. Click on one of the '''Fn''' buttons in the GUI, then click on the button in the GUI you want it mapped to. You can then use that function key on the keyboard to perform the mapped action. Buttons that have been previously mapped are colored blue; unmapped buttons are grey. To remove a mapping, double click that '''Fn''' button. To show a reminder of what a mapped button does, hover the mouse pointer over it. |
Current revision
|
Open up the Edit panel to find a number of general editing tools and settings.
[Professional Version Only]
|