Problem is shown in the screenshot. There are two aspects.
1/ Despite “snap to pixels” being enabled, the UV’s are not snapping to pixels when the object is unwrapped.
(the object in question is basically a cylinder, and was unwrapped using the default unwrap option)
2/ The coordinates given for some vertices are nonsensical, and are way outside the boundaries of the image despite the UV vertex itself obviously being within the boundaries of the image.
Does anyone know what is causing these problems, and how to fix them?
3/ Not directly related, but something else I’ve been wondering: guides. In Photoshop, for example, you can set up guides for elements to snap to. Apparently this is not possible in Blender’s UV editor, unless I’m missing something. Is there any way of setting up guides?
4/ While I’m on a roll, packing of UV islands apparently only works within one object. It’d be awesome if there was a way to make the thing realise you had more than one object that had to fit on the skin without overlapping other objects. Can this be done?
Edit. Just found another problem…
5/ If I have two islands which share some vertices, and I want to grab them independently, how can I do that without Blender insisting on selecting all UV’s that share said vertices? I just want to grab one and move it, not move all islands.