Thread

UV Editor: slice selected triangles from the rest of UV's

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UV Editor: slice selected triangles from the rest of UV's // Bugs

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Post by Tiles // May 28, 2007, 1:38am

Tiles
Total Posts: 1037
pic
Selecting it by rectangle. Everything's fine:

http://reinerstileset.4players.de/ext/split1.jpg

Splitting. First issue. Note that after splitting the selection expands to a knot i never touched:

http://reinerstileset.4players.de/ext/split2.jpg

Second issue. Navigating to the now separated piece? Previous/Next does nothing. Not really separated it seems :)

http://reinerstileset.4players.de/ext/split3.jpg

Post by Jack Edwards // May 28, 2007, 11:29am

Jack Edwards
Total Posts: 4062
pic
You need to be careful how you select. The way the UVE is currently implemented selecting a point while PE is open will select all instances related to the vertex in the UVE. So you can't select individual UV coordinates while in PE mode. Selecting Faces and edges doesn't have this problem.


Looking at your screen shot you didn't specify the specific selection type. Try clicking face select then try again. ;)


Definitely post any ideas you have for improvements and features. I've got a 6 page list over in the proTeam forums, but its good for them to hear it from other users as well.


-Jack.

Post by Tiles // May 28, 2007, 9:44pm

Tiles
Total Posts: 1037
pic
Ah, indeed. That's it. I need to use a selection method except the default one. Thanks :)

Nevertheless odd. It just picks one edge from outside. And not the other edges connected to my selection too.

Suggestions? Phew. Starts with LSCM and ABF unwrapping algorythms for the whole mesh or only some parts, automatic sorting to get the best fitting result (maybe with a way to give a 2 pixel gap between the meshparts), "slice selected ..." to have really separated meshparts which are navigatable through the next/previous buttons, A way to display both, single separated pieces and the whole mesh as it was in the old UV Mapping Editor, bring back the old navigation widget for laptop users, or at least an alternative way that doesn't use the MMB, A grid mode in UV Editor ( imagine you want to rotate a selection by precise 90 degrees). flipping meshparts horizontally or vertically, well, i think that's it for the moment. Not a 6 pages list, but a starting point :)

Post by marekk // May 31, 2007, 2:30am

marekk
Total Posts: 10
You can actually use PE to select faces, edges and triangles. Selection is visible in UVE. For vertices, currently all UV vertices mapped to selected geometry vertices are selected.

That Next/Previous navigation buttons actually toggle the material, not mesh part. The purpose is to cut the selected part away from the mesh network when it is contiguous.

Post by Jack Edwards // May 31, 2007, 2:34am

Jack Edwards
Total Posts: 4062
pic
Ah good point Marek, I forgot to mention that the faces and edges selection in PE mode worked and is very useful. ;)


-Jack.
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