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  • Published 16 Jul 2019

Add correct/preserve UV's option to grab/rotate/scale

Sometimes, after UVing a model, you may want to make a correction by moving verticies around. When doing so in Blender, the UV's move with it which may cause unwanted texture stretching. It is common in polygonal modeling software to have a toggle that preserves the appearance of UV's when moving their corresponding vertex. In Maya and 3ds max, this is called "Preserve UV's". In Modo, it is "Slip UV's".

There is currently a "Correct UVs" option, but it is only on the edge slide tool. The "Magic UV" Blender addon has a hacky implementation of this in the form of "texture lock", but it is not interactive, and often fails. I propose that this functionality be added to the standard grab/rotate/scale tool options, or just have a global toggle for this.

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Development Status: Open

Upvote 18 Downvote 0
porter.johnross
16 Jul 2019

10 Comments

Vyach

AFAIK magicUV can do it

blendered

* @ Vyacheslav * MagicUV kind of works, a little annoying is that with undo, you have to undo twice otherwise the uvs get messed up and also your selection is undone during this step too. A bigger problem with MagicUV though is that exiting the TextureLock (correct UVs) causes blender to hang for 10 seconds.

2
Vyach

* @chang * also you can move with vertex slide and use «correct uv» checkbox. Also for me it is much easier to fix the shapem then unwrap one piece again.

1
blendered

* @ Vyacheslav * Is there a way to send images? MagicUV fails at a very simple task. i have just a simple plane, and I grab 1 edge of the plane and start moving it across ways. At some point (very short distance) texturelock will just fail, and the uvs will jumble up.

Vyach

* @chang * drag image into text field or check markdown cheatsheet (link below send button). If addon is bugged you can report it right with the «report bug» option from blender to developer.blender.org

1
blendered

* @ Vyacheslav * {attachment magicUV_problempng} thanks for the help by the way! Looks like someone has already reported the issue, but the developer has stated they dont have a solution for long distances. github.com/nutti/Magic-UV/issues/95 this is really limiting for Blender.

Vyach

* @chang * try to slide with GG then Alt, it will allow you to slide out of boundaries but along edges and with correction.

2
blendered

* @ Vyacheslav * Oh that's a pretty good solution thanks!, except I can't seem to get the vert snapping options to work with this mode of sliding. Also still need scale/rotate and moving in a different axis. So I still hope this feature gains some attention from the developers.

* @ Vyacheslav * OMG, so Blender has this feature actually, thank you so much!!!

blendered

I really hope this features is added. It's not the first time it's been brought up. It's ESSENTIAL for working with trimsheets and tileables. I'm guessing the reason it's only enabled on edge slide tool at the moment, is because there's no need to worry about overlapping UVs. Implementing this feature for the other transformation tools will need to check for this. Thanks for bringing up this feature.