I find it useful to work my UV shells into a good shape, then pin the borders and run lscm on the interior uv coords. I thought it would be cool if if could select a point in my shell, and then have blender automatically select the border uvs.
Or perhaps their could be a way to run lscm on a shell but have the border UVs pinned automaically.
lscm feature request
Moderators: jesterKing, stiv
This is one of the features I still wanted to code. By (ab)using the optimize stretch code in tuhopuu, coding this became surprisingly easy (10min work).
It now selects the border of the selection (it reduces the selection to the border). I think this provides the most control, since you can then also select the border uvs of a selection inside uv shell (an ear inside a head, for example).
I'm still missing a descriptive and distinctive name though. Border Select is already taken for the well known B-key selection.
Any suggestions?
It now selects the border of the selection (it reduces the selection to the border). I think this provides the most control, since you can then also select the border uvs of a selection inside uv shell (an ear inside a head, for example).
I'm still missing a descriptive and distinctive name though. Border Select is already taken for the well known B-key selection.
Any suggestions?
BTW, I posted in another thread, but it would be nice if pinning of UVs would work to fix a UV not only for LSCM but for every other operation.
For instance if you pin now one UV and proportionally move the next UVs, the pinned UVs are also moved. Could it be a way to keep them pinned no matter what ?
Cheers.
PS: What about Outline Select ?
For instance if you pin now one UV and proportionally move the next UVs, the pinned UVs are also moved. Could it be a way to keep them pinned no matter what ?
Cheers.
PS: What about Outline Select ?

Extending the use of pinning would be easy, and I can see how it would be useful. But the problem is that with LSCM, the pinned uv's are really the only UV's I do want to move, since the other ones will be recalculated anyway.malefico wrote:BTW, I posted in another thread, but it would be nice if pinning of UVs would work to fix a UV not only for LSCM but for every other operation.
For instance if you pin now one UV and proportionally move the next UVs, the pinned UVs are also moved. Could it be a way to keep them pinned no matter what ?
This seems to me the best name yet. Thanks!malefico wrote:PS: What about Outline Select ?
OK, maybe "pinned UVs" in LSCM context and "nailed" UVs (just a joke) in non-LSCM mode ?But the problem is that with LSCM, the pinned uv's are really the only UV's I do want to move, since the other ones will be recalculated anyway.
So, a "nailed" UV will be recalculated in LSCM, but not moved by user operations. Maybe this could be helpful when releasing the Relax tool.
The thing is that the user should know that LSCM will recalculate everything but the pinned UVs, and also would like to stop using LSCM in some part of his job, but still need to fix UVs in some way.
Cheers. (Maybe "Pin" and "LSCM Pin" kind of thing ?)
You're welcome !This seems to me the best name yet. Thanks!

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LSCM pinned UVs can be manipulated with standard operations like : scale, rotate . grab , prop. edit .... and it must stay that way!
I am not against constraining UV operations by defining UV "non movable". But then the role must be defined for all possible manipulations. Having done that, one can think about avoiding user confusion.
I think whats needed is clever UV selection. Hmm may be a "group" thing like for vertices in edit mode or some boolean ops like "all LSCM pinned in island"
BM
I am not against constraining UV operations by defining UV "non movable". But then the role must be defined for all possible manipulations. Having done that, one can think about avoiding user confusion.
I think whats needed is clever UV selection. Hmm may be a "group" thing like for vertices in edit mode or some boolean ops like "all LSCM pinned in island"
BM
Yes I know and I agree. Didn't mean to change that.LSCM pinned UVs can be manipulated with standard operations like : scale, rotate . grab , prop. edit .... and it must stay that way!
Well, I 've been asking for "Face Groups" for a while, and got satisfied with using Seams, but that would be great.I think whats needed is clever UV selection. Hmm may be a "group" thing like for vertices in edit mode or some boolean ops like "all LSCM pinned in island"
Cheers.