I am not able to edit the uv, if i have activated the “UV Sync selection” toggle on. could you allowed the permission to edit the uv in this mode.
do you think it would be possible to add pixel padding for the uv toolkit, its way easier to determine uv island paddig/margin by pixels like in other softwares. Here is a possible solution from Vasil how to make this happen “Vasil Matsuk
But it not hard to calculate the distance between two systems. example 1/1024*32 pixels=0.03125. I do it manually, but more procedural way will be helpful for my work.”
They won’t work properly with uv sync. Support for both modes isn’t in the plans.
I’ll see what i can do.
Is there a chance to make a function to match one island scale to antoher? There’s option for average island scale but more often there’s need for matching scale of active island to stitched island.
We already have a great solution for this.
Could this kinda feature be possible to add in uv toolkit and 2.82? It highlights uv islands
You can try this. Addon similar to UV Highlight for 2.80?
Hey, tried to use the addon on 2.82, the addon activates well, i see the options in the preferences but nothing in the UV editor. Anyone else ?
I am also looking for a sullution, The TD addon does not work in all cases…
The UV highlight worked for me in 2.81? I think it was. But only in Uv sync mode or specific mode. Not always…
I really hope uv sync mode and that dance of back and forth goes away at some point.
Yeah hopefully we get build in solution soon that uv highlight addon does work, but its super laggy with anything else than very simple uv island. I think that is not possible to do right with only python.
I noticed a weird bug today, unless there’s no way to fix it.
If you Rip a UV Face Off, then Right-Click so it stays in place/doesn’t move.
Then try to run Smooth From UV Islands, it doesn’t work. But if you scale the UV face down very slightly, so the uv edges aren’t overlapped perfectly, then it works…
Scale UV Slightly:
This is not a bug. Blender works like that. If uv points have the same location and the same vertex on the mesh, they are considered stitched.
I wish they’d fix that or give option not to.
Often in games we have to mirror uvs and have overlapped. In the case of assets I’ve worked on, the UVs are overlapped perfectly in 0-1 space, but then if you import an fbx into blender, they get stitched. I’ve never seen this happen with any other DCC I can think of, besides blender. Maybe I’ll file an official request if not one already.
Did you mark seam in the middle of the mesh?
Yeah that is a pretty wonky way to determine UV boundaries. Auto stitching should not be a thing at all. If you don’t want to stitch a border, it shouldn’t be making the decision to stitch itself for you.
You could just offset 1 unit into the next udim, but you shouldn’t have to.
Yeah, even marking seam down the center I don’t think mattered. But I’ll maybe experiment some more.
But like I mentioned, even if you technically have a seam down the center in say, 3DS Max, and export/import the FBX, with UVs overlapped in 0-1, it gets welded…
First of all, congratulation for this addon. It is amazing!
Is there any chance to change the checker map with another image? Or to add the option to chose another image as checker map?
Thank you! This will be added in future versions.