The rest of the options in the UV Mapping tool are ways to manipulate the UVs.
If this is checked, all UV islands will be displayed all the time.
There are two types of pivot. One is a pivot from selected elements, the other is the UV cursor which looks like this
You can select either pivot types from the the pivot combo box.
Every time you hit this button the camera will be rotated by 90 degrees.
An element represents either an Island, Polygon, Edge, or Vertex.
You can select elements by clicking LMB or drawing a rectangle by dragging the mouse holding LMB. Holding down Ctrl and selecting multiple elements is also possible.
The selected elements are represented in orange while the corresponding elements are represented in blue as shown below.
Pic10: Selected elements and corresponding elements
The selected elements can be transformed by manipulating a gizmo or by dragging the mouse. The gizmo can be switched to Move, Rotate and Scale mode by pressing the 1, 2 or 3 buttons or by clicking the corresponding button in the toolbar.
The pivot position is determined by either the center of the selected elements or the UV cursor position. This is set through the Pivot Type combo box in the UV Mapping Editor. (I don't see any difference when changing the option in this combo box. Please explain how this works, maybe using screenshots) (This is broken - needs bug report)
If you want to select blue elements which are the corresponding elements to the selected elements, hit this button. See below pictures.
Pic11: Selecting corresponding elements
The Loop Selection in the UV Mapping Editor covers both border Edges and inside Edges just like the Loop tool in the Modeling tool.
Pic12: Border Edge selected (left: initial border selected, right: result after Loop Selection)
Pic13: Inside Edge selected (left: initial border selected, right: result after Loop Selection)
Pic14: Multiple Edges selected (left: initial border selected, right: result after Loop Selection)
Removes UV polygons from the UV Mapping Editor. When polygons are unmapped, UVs of them will be generated automatically and based on positions.
Could do with screenshots
Attaches the first selected Edge border along the second selected border Edges, but does not move the island belonging to the selected Edges.
Move and Sew
Moves the island belonging to the first selected border Edges to orient them to the second border and attaches the first border to the second border.
Pic16: Move and Sew
When not using Smart Sew, four steps are usually required to sew Edges to other corresponding Edges:
- Selecting an Edge
- Clicking Loop Selection
- Clicking Select Shared
- Clicking Move and Sew
Having to repeat these steps every time you want to sew Edges together takes a lot of time, hence Smart Sew has been introduced to make the process much easier and faster.
- One Edge selected (orange Edge in screenshot below). Loop Selection, Select Shared and Move and Sew are run sequentially (Do you have to click those yourself, or are they automatically activated when selecting an Edge? First seems more likely, but that's apparently the "old, slow" way of doing it...). (This looks quite broken really. I'm not sure how to use this...Aleks might know?)The corresponding Edge is highlighted in blue:
Pic17: Corresponding Edge highlighted
Click Smart Sew and the the two UV islands will be merged into one UV island:
Pic18: Smart Sewing UV Islands
- Multiple Edges selected (orange color Edges) (Select Shared and Move and Sew are run sequentially (Again, what happens here exactly??)). The corresponding Edges are highlighted in blue:
Pic19: Multiple corresponding Edges highlighted
Click Smart Sew and the two UV islands are merged into one UV island:
Pic20: Smart Sewing multiple Edges
Separates the selected UV polygons from an island to which they belong.
The first screenshot below shows an island that has been selected. The second screenshot shows some selected UV polygons from the island. Selecting Separate will then separate out the selected UV polygons and they become a separate island (third screenshot):
Flip Horizontal/Flip Vertical
Flips the selected elements horizontally or vertically over a pivot position.
Pic22: Original, Flip Horizontal, Flip Vertical
Aligns the selected UV positions along an X or Y axis. The axis with the longest length of a bound rectangle (of the selected elements) is used for alignment.
Pic23: Alignment with X axis
Pic24: Alignment with Y axis