[Bf-committers] UV editor behaviour on selecting UV islands

Julio Iglesias j at zafio.com
Sat Apr 6 23:55:10 CEST 2013


Hi Hadrien,

If I understood it right, there is TPP to help you with that:
https://sites.google.com/site/bartiuscrouch/scripts/texture_paint_plus

You only have to select the UV element and press "F-key"

P.S.: Suggestions should go to "Bf-funboard"

Regards.


On Sat, Apr 6, 2013 at 11:37 PM, Hadrien Brissaud <hadriscus at gmail.com>wrote:

> Hello,
>
> I have a suggestion to make concerning the UV editor. It is a tough one to
> explain, so I'll try my best to write it very clearly :
>
> Often I find myself in need of selecting a UV island in one click and go
> back to the 3D view in order to identify it (see where it is exactly on my
> model) and unwrap it correctly. However, selecting a UV island is only
> possible when synchronization between the UV editor and the edit mode mesh
> selection is active (use_uv_select_sync) - in this case, for the mesh to
> appear in the UV editor, it has to be selected in the 3D view : that
> defeats my purpose of finding the UV island by selecting it (because...
> everything is already selected !).
>
> Hence I suggest these three things :
>
> 1/ drop the specific "edit-mode-style" icons when synch is on. Add an
> "island" selection mode. Basically make the selection modes the same than
> when synch is off.
>
> 2/ do not hide the entire mesh in the UV editor when synch is on, instead
> show it - I may be mistaken, is there a purpose to not showing it at all,
> as it is currently the case ?
>
> 3/ add an entry to the shift-G menu (select similar) : UV island.
>
> Thank you,
>
> Hadrien
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