general:uv_workspace:tools


Add clusters: Click the LMB to add a cluster (UV Islands) center directly on a polygon face. Clicking again on the same face will remove it. This tool lets you “mark” a seam without actually marking it as one, allowing for a whole UV island to be split into parts without actually splitting them.
Mark Seams: When you are ready to unwrap your mesh to create a UV map, you must first of course select your seams. That is where this tool comes in. You can select edges with the LMB, edge loops with SHIFT+LMB and deselect with CTRL+LMB.
Edge loops: This tool is no different then holding down SHIFT+LMB with the “Mark seams” tool. The difference here is that you are not required to hold down the SHIFT key to select your desired edge loops. Use LMB to mark edge loops such as texture seams, or un-mark them using CTRL+LMB.
UV Path: Allows the selection of vertices which are interpreted by 3DCoat to provide the path for a connected series of edges, which are marked as unwrapping seams. Put path along shortest path (under certain criterion) between several points. Click to add points or split line, use RMB or double-click to remove points. Press ENTER to mark seams, CTRL ENTER to delete seams. Use different criterion to adjust path flow.
Join Clusters: Hover the seam between the clusters and click to remove the whole seam and join clusters.
If the highlighted seams are red, the resulting summary islands have self-intersections or too big square trash. If it is green, the summary island has no self-intersections and square trash is no more than 1/2.


On the top panel you can choose selection types:
Vertices, Edges, Faces, Islands, Brush and Tweak.


Select vertices, edges or faces (depend on what type have you chosen) with LMB. If you hold LMB and drag the mouse you can select several vertices/edges/faces. Use SHIFT to add an item to selection, use CTRL to subtract an item from selection.
Depending on selection type operations in the Selected block may change.


Islands

Clear: Clears the selection.
Invert: inverts the selection.
Rotate CW: This will rotate the selected island clock-wise.
Rotate CCW: This will rotate the selected island counter clock-wise.
Flip U: This will flip the U of the UV map.
Flip V: This will flip the V of the UV map.
Relax: Applies a light smoothing across the selected cluster (or island) to relieve stretching or pinching.
Cloth Relax: Relax UV islands so that opposite edges on seams will get almost the same length and same relation between edge length in space and edge lenght in UV space. This may be useful for making real things - cloth and soft toys.
To ABF: The newer, more advanced form of Unwrapping which is best suited for organic meshes.
To Globally Uniform (UV) Unfolding: Unwrap selected islands with 3DCoat's proprietary Globally Uniform UV unwrapping method.
To LSCM: The older, more traditional form of Unwrapping which may be more compatible with external 3D applications.
To Planar: Uses Planar projection for Unwrapping selected UV Islands.
To Strip: This method is intended to unwrap the stripe of polygons into the straight line.
Hide: Hide selected faces.
Inv. Hidden:
Unhide: Invert hidden faces.
Unhide all: Unhide all hidden faces.
HD Expand: Expand hidden area.
HD Contract: Contract hidden area.
Copy UV: Copy island to clipboard (use CTRL+C). You may select other island and paste it there. In so way you will exactly put one island over other one.
Paste UV: Paste UV island that was previously copied. You need to select one island, press CTRL+C, then select other island that has the same topology, press CTRL+V. In so way you will put exactly first island over the second one.


Edges

In Edges selection mode there are a few tools.
They are: To line, Equidistant, Horizontal, Vertical.
Note: you can select an edge loop by double-clicking on an edge or you may simply use an Edgeloop command in the Selected block. With Edgering command you can select edge rings.


To line command places all selected edges along the line.


Equidistant command places all selected edges along the line and sets equal distance between points.


Horizontal command puts all selected edges horizontally.


Vertical command puts all selected edges vertically.


Clear: Clears the selection.
Invert: inverts the selection.
Rotate CW: This will rotate the selected island clock-wise.
Rotate CCW: This will rotate the selected island counter clock-wise.
Flip U: This will flip the U of the UV map.
Flip V: This will flip the V of the UV map.
To Line: Place selected edges along the line.
Equidistant: Place selected edges along the line and set equal distance between points.
Horizontal: Put edges along the horizontal lines.
Vertical: Put edges along the vertical line.
Edge Loop: Select edge loop (in UV Preview Window).
Edge Ring: Select edge ring (in UV Preview Window).
Set Seams: Marks selected edges as seams.
Del. Seams: Delete seams over selected edges (in UV Preview Window).


Faces

Faces selection mode differs from Vertices selection mode in additional commands:
Use this commands to show only selected faces in the viewport.

Clear: Clears the selection.
Invert: inverts the selection.
Rotate CW: This will rotate the selected island clock-wise.
Rotate CCW: This will rotate the selected island counter clock-wise.
Flip U: This will flip the U of the UV map.
Flip V: This will flip the V of the UV map.
Relax: Applies a light smoothing across the selected cluster (or island) to relieve stretching or pinching.
Cloth Relax: Relax UV islands so that opposite edges on seams will get almost the same length and same relation between edge length in space and edge lenght in UV space. This may be useful for making real things - cloth and soft toys.
Hide: Hide selected faces.
Inv. Hidden: Invert hidden faces.
Unhide: Invert hidden faces.
Unhide all: Unhide all hidden faces.
HD Expand: Expand hidden area.
HD Contract: Contract hidden area.


All other commands work the same as for Vertices.


Islands

Islands selection mode allows you to operate with separate UV islands. You can translate, rotate and scale (vertically, horizontally and proportionally) an island with the help of Manipulator.


Note that you need to activate the manipulator on the top bar. Check the Select and Manipulate check-boxes.

Advise: Keep the Select check-box always checked unless you don't want to select anything.

Clear: Clears the selection.
Invert: inverts the selection.
Rotate CW: This will rotate the selected island clock-wise.
Rotate CCW: This will rotate the selected island counter clock-wise.
Flip U: This will flip the U of the UV map.
Flip V: This will flip the V of the UV map.
Relax: Applies a light smoothing across the selected cluster (or island) to relieve stretching or pinching.
Cloth Relax: Relax UV islands so that opposite edges on seams will get almost the same length and same relation between edge length in space and edge lenght in UV space. This may be useful for making real things - cloth and soft toys.
To ABF: (Angle Based Flattening).ABF is a newer unwrapping algorithm which is best suited for organic meshes.
To GU: Unwrap selected islands with 3DCoat's proprietary Globally Uniform UV unwrapping method.
To LSCM: (Least Squares Conformal Maps) The older, more traditional form of Unwrapping which may be more compatible with external 3D applications.
To Planar: Uses Planar projection for Unwrapping selected UV Islands across arbitrary axis .
To Strip: This method is intended to unwrap the stripe of polygons into the straight line.
Hide: Hide selected faces.
Inv. Hidden: Invert hidden faces.
Unhide: Invert hidden faces.
Unhide all: Unhide all hidden faces.
HD Expand: Expand hidden area.
HD Contract: Contract hidden area.
Copy UV: Copy island to clipboard (use CTRL+C). You may select other island and paste it there. In so way you will exactly put one island over other one.
Paste UV: Paste UV island that was previously copied. You need to select one island, press CTRL+C, then select other island that has the same topology, press CTRL+V. In so way you will put exactly first island over the second one.


Brushes mode

In this mode you operate with the brush which size and be changed by holding RMB pressed and moving the mouse aside.
With the LMB click and drag you can manipulate the mesh under brush. Use SHIFT+LMB to smooth the mesh. Use CTRL+LMB to pinch the area under the brush. Use SHIFT+CTRL+LMB to expand the area under the brush.


Tweak

The last mode is Tweak. It allows to drag vertices, edges or faces around in a very easy way. Simply move the cursor over a vertex/edge/face until it becomes highlighted and then drag it with LMB.

The mesh can be displayed in one of three ways: with no checker, with simple checker, with complex checker.


It is very useful as it shows the distortions of the texture in different areas of the mesh.


Another drop-down list on the left of the top bar is Choose a UV-set list. If the mesh has a multiple UVs you can switch them in that drop-down list.


Overlapping UVs. You can have overlapping UVs within 3DCoat with no problems occurring. As seen on the image.



Manipulator usage

(The manipulator works the same way for vertices, edges and faces)
You are to press Upd. Islands command to update the UV preview window after operations with UV islands.



UV Settings: Setup islands packing area and minimal distance between islands.
Clear clusters: Clears all UV clusters (also called UV islands) and seams.
Clear seams: Clears only the seams of the current mesh.
Auto seams: Clicking this option creates all the required seams automatically, using a best guess approach based on the shape of the object. Newly created seams can still be selected or removed using the 'Mark seams' work mode. It will essentially create seams automatically with a “best guess” on what edges to select as the seams.
Sharp Seams: Set seams in dependence on angle between faces. It is useful for hardsurface UV mapping.
Unify UV: Move all faces to the current UV-set. If need you may delete remaining empty UV-sets using “Delete unused UV-Sets”.
Unwrap: Fits all clusters into the UV space.
AutoMap: This is exactly same method of unwrapping as used in import dialog for automapping. It is planar mapping with test of clusters self-intersection. This method is most stable and eats any (even nonmanifold) geometry but creates too many islands.
Pack UV: This will pack all unwrapped UV clusters onto the UV map, according to a guide “rectangle” which you define. When this operation is complete, you can then edit the islands on the UV map. At this point you can perform many essential functions which require a UV map.
Shuffle/Pack: Pack the current set of UV islands in the UV set, overlapping islands will be shuffled. No unwrapping performed, only packing will be done.
PackUV2: Pack UV islands without rotation and flipping. They will be only scaled and moved to for better packing. Press CTRL to shuffle.
Auto Scale: Auto scale all islands to have equal proportion between square in space and square in UV-set.
Update Islands: When you have an existing island, and further mark a seam on that island causing it to become two, you will need to perform the “Update Islands” command to carry that information to the UV Preview Panel so that you will then have those two UV islands selectable, in the UV Preview Panel.
Update island connectivity. It you have marked or erased several seams on the mesh UV-Map will not be broken into islands immediately. You need to update islands to split or connect existing islands.
Restore UV: Restore the UV's from the mesh in Paint room. This synchronizes both rooms.
Apply UV-set: Applies the current Unwrapping scheme to the current Retopo mesh.
Save: Save UV information to a file. This option saves the marked or unmarked seam and cluster information in the current scene so it can be edited later. It does not export the final UV-Map. Use the 'Import/Export textures' dialogue in the File menu for that.
Load: Load previously saved UV information from a file.
Save contour: This command allows to save contour in real scale as EPS or DXF for further laser cutting. Length of lines corresponds to geometrical length. It is helpful if you want to cut shape using laser cutter and glue parts together.

  • general/uv_workspace/tools.txt
  • Last modified: 2022/08/14 10:18
  • by carlosan