The UV Mapping Editor is designed to provide easy and powerful ways to define UVs of a Designer object like one built in Maya, 3dsMax or Blender etc.
Button | Function |
---|---|
LMB | Selection, Transform, Manipulation etc. |
Scroll wheel | Camera Zoom In/Out |
Middle mouse button | Pans the camera |
Key | Function |
---|---|
1 | Translation Gizmo |
2 | Rotation Gizmo |
3 | Scale Gizmo |
Z | Move camera to look at the Selected Elements |
W,A,S,D | Camera navigation |
Ctrl + Z | Undo |
Ctrl + Shift + Z / Ctrl + Y | Redo |
Del | Unmap |
Ctrl + A | Select All/None |
F5 | Refresh all UV islands to remove unused onesa |
1. By going to Tools -> Designer Tool -> UV Mapping.
2. In the Designer tool itself:
After opening the UV Mapping Editor (see above):
Basically polygons in a Designer object have to be manually unwrapped to give them UV coordinates. To do that first select the polygons that you want to unwrap and select from Plane, Cube, Sphere, Cylinder or View buttons in the UV Mapping Editor. The selected polygons will be wrapped to the UV mapping view and the current sub material ID will be assigned to them.
A plane projection whose normal direction is determined by one among the X, Y, Z or the average direction of the selected polygons is used to unwrap polygons.
If you select multiple polygon groups that are separated from one another, then UV islands (as many as the selected polygon groups) will be created as shown below.
A projected direction, of each selected polygon will be determined by the closest direction among Up(0,0,1), Down(0,0,-1), Left(-1,0,0), Right(1,0,0), Forward(0,1,0) and Back(0,-1,0). If a normal direction of a polygon is directed toward (0.4082,0.4082,0.8164), then the polygon will be projected toward the Up direction.
All selected polygons will be projected to a plane whose normal direction is in the camera's viewing direction.
UVs will be determined by spherical coordinates.
UVs will be determined by cylindrical coordinates.
The rest of the options in the UV Mapping tool are ways to manipulate the UVs.
Number | Function | Description |
---|---|---|
1 | View All | If this is checked, all UV islands will be displayed all the time. |
2 | Pivot Type | There are two types of pivot. One is a pivot from selected elements, the other is the UV cursor which looks like this You can select either pivot types from the the pivot combo box. |
3 | Rotate Camera | Every time you hit this button the camera will be rotated by 90 degrees. |
An element represents either an Island, Polygon, Edge, or Vertex.
You can select elements by clicking LMB or drawing a rectangle by dragging the mouse holding LMB. Holding down Ctrl and selecting multiple elements is also possible.
The selected elements are represented in orange while the corresponding elements are represented in blue as shown below:
The selected elements can be transformed by manipulating a gizmo or by dragging the mouse. The gizmo can be switched to Move, Rotate and Scale mode by pressing the 1, 2 or 3 buttons or by clicking the corresponding button in the toolbar.
The pivot position is determined by either the center of the selected elements or the UV cursor position. This is set through the Pivot Type combo box in the UV Mapping Editor.
If you want to select blue elements which are the corresponding elements to the selected elements, hit this button. See below pictures.
The Loop Selection in the UV Mapping Editor covers both border Edges and inside Edges just like the Loop tool in the Modeling tool.
Border Edge selected (left: initial border selected, right: result after Loop Selection)
Inside Edge selected (left: initial border selected, right: result after Loop Selection)
Multiple Edges selected (left: initial border selected, right: result after Loop Selection)
Removes UV polygons from the UV Mapping Editor. When polygons are unmapped, UVs of them will be generated automatically and based on positions.
Attaches the first selected Edge border along the second selected border Edges, but does not move the island belonging to the selected Edges.
Moves the island belonging to the first selected border Edges to orient them to the second border and attaches the first border to the second border.
When not using Smart Sew, four steps are usually required to sew Edges to other corresponding Edges:
Having to repeat these steps every time you want to sew Edges together takes a lot of time, hence Smart Sew has been introduced to make the process much easier and faster.
Separates the selected UV polygons from an island to which they belong.
The first screenshot below shows an island that has been selected. The second screenshot shows some selected UV polygons from the island. Selecting Separate will then separate out the selected UV polygons and they become a separate island (third screenshot):
Flips the selected elements horizontally or vertically over a pivot position.
Original, Flip Horizontal, Flip Vertical
Aligns the selected UV positions along an X or Y axis. The axis with the longest length of a bound rectangle (of the selected elements) is used for alignment.
Alignment with X axis
Alignment with Y axis