Hello blender friends!
I switched to Blender from Maya about a year ago and I’m loving it!
One huge thing that’s missing though is the ability to unwrap along only one axis in UV space. The usual workflow when unwrapping an object, especially if you’re using directional tileables or trim maps (that may or may not have perfectly quad topology) is to planar project the entire strip, say a crown moudling, from the side, add a single seam, and unwrap horizontal. This will constrain the unfold so it can only unwrap left or right, not up and down, which if you’re using trim mapping will keep everything nicely aligned your trimsheet. This works regardless of topology, unlike the myriad of other things I’ve tried in Blender – Rectangularize, UVSquares, Follow active quads, all require your topology to be perfectly quadded out, which may or may not be the case in a lot of scenarios. Let’s say you have a drink bottle that tapers at the top, and like many game models it has some edges kited, so essentially the uv boundary is still a rectangle (it’s a cylindrical object with a single seam down the middle) but the interior has triangles or irregular quads.
Does anyone know of a tool in Blender or a plugin that can constrain unfold to horizontal or vertical axis?
If not was thinking about writing a script that would cache the original vert positions in UV space, do a full unfold, and then restore the vert positions but only in either the U or V dimension. This would keep everything perfectly aligned with your trim map.
Thanks in advance for the help!