UV: Document pack islands features and new ui #104468
@ -53,7 +53,8 @@ Shared Location
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This is the default and gives the illusion that multiple faces in a UV map can share the same vertex;
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This is the default and gives the illusion that multiple faces in a UV map can share the same vertex;
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in reality, they have separate vertices that overlap.
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in reality, they have separate vertices that overlap.
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Shared Vertex
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Shared Vertex
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Automatically select UV vertices that correspond to the same mesh vertex, even if they have different UV coordinates.
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Automatically select UV vertices that correspond to the same mesh vertex,
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even if they have different UV coordinates.
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This is also the behavior when *Sync Selection* is enabled.
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This is also the behavior when *Sync Selection* is enabled.
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Select Menu
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Select Menu
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@ -104,7 +105,8 @@ Select Similar :kbd:`Shift-G`
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:Area 3D: Selects faces with a similar area in the 3D mesh.
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:Area 3D: Selects faces with a similar area in the 3D mesh.
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:Material: Selects faces that have the same :doc:`Material </render/materials/index>`.
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:Material: Selects faces that have the same :doc:`Material </render/materials/index>`.
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:Object:
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:Object:
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Selects faces that belong to the same object. This is useful when multiple objects are in Edit mode at once.
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Selects faces that belong to the same object.
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This is useful when multiple objects are in Edit mode at once.
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:Polygon Sides: Selects faces with a similar number of edges.
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:Polygon Sides: Selects faces with a similar number of edges.
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:Winding: Select faces that have the same orientation (facing upwards or downwards in the UV map).
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:Winding: Select faces that have the same orientation (facing upwards or downwards in the UV map).
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@ -126,9 +128,10 @@ Select Split :kbd:`Y`
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"Detaches" the selected faces so they can be moved elsewhere without affecting their neighbors.
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"Detaches" the selected faces so they can be moved elsewhere without affecting their neighbors.
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.. hint::
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.. hint::
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Unlike :doc:`Split Selection </modeling/meshes/editing/mesh/split>` for meshes, which physically disconnects
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Unlike :doc:`Split Selection </modeling/meshes/editing/mesh/split>` for meshes, which physically disconnects
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faces, this is a pure selection operator. In UV space, the faces were never connected to begin with; it only seemed
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faces, this is a pure selection operator. In UV space, the faces were never connected to begin with;
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that way because *Sticky Selection* automatically selected the vertices of the neighboring faces.
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it only seemed that way because *Sticky Selection* automatically selected the vertices of the neighboring faces.
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*Select Split* deselects those vertices again.
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*Select Split* deselects those vertices again.
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As an alternative to *Select Split*, you can set the *Sticky Selection Mode* to *Disabled*.
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As an alternative to *Select Split*, you can set the *Sticky Selection Mode* to *Disabled*.
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