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After creating a non-initialized UV map, then using UV Spider to unroll a mesh referencing that map, the UV Texture view looks right enough -- except there are no points displayed. On getting info on the vertices of the affected polygons, no association is listed to the UV map. Further, the UVs in the UV Texture window cannot be edited.
Another LW user (Hi Elmar) pointed out that the result of using Texture Guide to generate UVs was the same (true!). I don't get it. Is this how these tools are supposed to work?
Tom B
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Use them, but then unweld those polys. The vertices should pop back to their correct positions (where the polys are). Seems to be a bug in the system at the mo...
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Yeah I too can confirm this bug.
My solution is a bit different, as unwelding the points can have bad "sideeffects" under some circumstances.
I use UV- copy and UV- paste.
Here is the exact procedure:
Hide all polys that are not part of the UV- map you want to edit.
Select one polygon on the UV map (make sure you remember which one it was).
Use "Select connected" to select all of the polygons of the mesh (it is important to do it this way so you can select all the polys in the same order).
Make a "UV- copy" (not with the copy vertex- map command, but with the UV- copy- command).
Then Select he same (!) poly you selected before again and again use "select connected".
Do a clear map from vertices. Do a UV- paste.
Hope that this helps people who cant do the unweld- way for some reason (i.e have points that were unwelded before to get a breach in shading etc).
CU
Elmar
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Thanks Elmar! Great workaround until we can get rid of unweld alltogether. Unweld definitely has some strange "sideffects".
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actually,
there are all kinds of problems with TEXTURE GUIDE.
it is officially a BUG actually. well, official in my book.
it will only reliably work for most mapping situations at or near the origin.
so while you could probably use it to successfully unwrap a face, you would probably fail when you moved TG out and tried to cylindrically unwrap a forearm.
the projections turn really funky and dumb further out....
argh.... such a small dumb thing that makes a routine thing hard. experienced the bite of this many a time....
jin
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In texture guide it seems that it's the y-axis which screws things up, it places the uv's too high compared to where they should be given the placement of the texture guide :P BUGGGGGGG!
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Hmm I rarly use Textureguide for anything else than converting projected textures into UV- maps. Especially for Cylindrical Maps it is much better than LWs own tool (one can better set where the seam shall be). However for this I never had any problems.
CU
Elmar
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Elmar, I have to admit that when using UV-Copy and UV-Paste as per your instructions (7.5 Win) I get the UV map back on the paste, but it is still as uneditable as before. There must be a critical steps I'm missing.
Meanwhile, I've worked with selecting only those polys which are part of the map, using Select Points of Polygons to select just those points, unwelding, then merging. That gets the UV data actually associated with the points in editable form.
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Hello Tom
Hmm it works for me (and I constantly use this method), are you sure you are using "UV- copy" and "UV- paste" and not the "Copy vertex- map" command? Also make sure to select the polygons in correct order etc...
Weird.
CU
Elmar