Uv Squares:
Blender’s UV Editor tool that reshapes UV selection into grid.
(Best place to start is toolbar)
Features:
Reshape any selected UV faces (quads) to grid of either:
[LIST]
equivalent squares
or by respect to shape
Align sequenced vertices on axis (X or Y axis is determined by slope automatically) :
make them equally distanced
Rip faces, vertex
Join selected vertices to any closest unselected vertices
[/LIST]
Shortcuts:
[grid]/[aligning] is alt + [E]
Rip faces is alt + [V]
Join vertices is shift + alt + [V]
Notes:
Aligning to axis
All vertices have to be ordered/sequenced by x/y value depending of X/Y axis that they are getting aligned to. Otherwise you will have swapped vertices in the result.
What script does here:
[LIST]
set pivot to cursor (sets it back after)
2d cursor will snap to closest vertex and the alignment will be made at that verts x/y value, depending on the axis
restrict scale to axis (recognize X or Y by the slope)
scale to 0 to where the cursor has snapped
[/LIST] Reshaping to grid
Works on any UV selection shape of quad faces
You can specify active quad by making it the last selected face, if not one face will automatically be taken as reference quad
2d cursor is snapped to closest corner and is determining the direction for calculating the length of start and end of grid as well as length of one unit for square grid
Rip faces
Rip/separate any selected faces
Rip single vertex
Join vertices
Snaps selected vertices to closest non selected
[LIST]
For faces, if you want to connect islands back to their original place - use stitch (shortcut: V, while stitching press I to toggle island)
Nice.
When the new features will be implemented will be a great addons!
For now, no offense, “follow active quads” seems to do the same thing …
or am I wrong?
Hey @pitiwazou, I have noticed that I used the wrong active quad face :o when testing Follow Active Quad.
And could you explain more about your first suggestion?
For the align by active vertice, I mean, Sets whether the selected UVs are aligned to the left (minimum U), right (maximum U), bottom (minimum V), or top (maximum V).
In blender, align Y or X move all the selected vertices, sometimes it’s not what we want.
pitiwazou: if you place 3d cursor (in 2d ), where you want them aligned, set pivot to 3d cursor and scale selected to 0 along perpendicular axis you get what you want.
btw, Radivarig, interesting addon, looks very useful
Oh awesome! I’ve been hoping for a tool that deals with hard surfaces better than the current UV tools, this looks like it’ll be very handy. Are you planning on extending this plugin to unwrap hard surface objects while preserving their sharp angles and features by any chance? :3
Edit: Thank you for your improvements to an UV tools.
I didn’t know that “Follow Active Quads”>“Even” works in that quad way :o
Strange thing happened to me.
When I used “Follow Active Quads” for the first time it gives me similar strange result (even I’m sure I used “Even” option) seen on your screen too.
Then I just for test tried to reshape active quad in UV editor to square and run unwrap from 3Dview again and I get nice quad net.
And from that time it worked OK.
Anyway from this story I came to thing that … If I change a shape of active face in UVeditor and run Unwrap function again whole net follow this shape from UV editor