User Guide: Edit

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Underneath the Display panel are a few miscellaneous options you can select between when editing meshes.
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, one half of the mesh will be shaded darker than the other, indicating that symmetry editing is now active; non-symmetrical polys are shaded yellow. Cut, weld, detach, attached, drop and undrop actions from then on will be mirrored across to the other half. Click on the Off button if you want to turn that mirroring off.

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.
Edge Extend 0/1/10 
Select the look-ahead range for cut'n'weld operations. Click on the Edge Extend button itself to unselect all red or yellow highlighted edges.
Auto Fit/Off 
When Auto Fit is on, all current UVs are re-normalized (scaled to fit in the 0 to 1 range) every time a UV shell is moved or modified. When Off, they aren't, so you can move shells beyond this range and out onto other tiles. Use the + and _ keys to scale the UV unit box up and down.
O/C/N 
When O is selected the original (pre-v1.9) flattening algorithm is used for all flattening calculations. When C is selected, the current most reliable method is used. When N is selected, a newer method is used that handles long thin polys better, but its very new, so the older methods are still available if the new method fails for some reason.

Brush Local Scale / Pin 
When Local Scale is selected, the 4/5 hotkeys paint a local scaling into the polys under the brush; this has the effect of moving the UVs in that area in or out during any further flattening, while preserving the shape of the polys as much as possible.
When Pin is selected, the 4/5 hotkeys simply move the UVs in or out directly, disregarding any shape constraints and most likely reducing the quality of the UVs in that area. The UVs are pinned so that any subsequent flattening of that shell doesn't affect the new UV positions. Also when in this Pin mode, the 6 hotkey can be used to smooth UVs.
Smooth Boundary 
When smoothing UVs using the 6 hotkey, this option determines whether shell boundaries are modified.