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  • Published 28 Jun 2020

UV Map Pivot on Active Object

I remember that there was this option in versions prior to 2.8, at least I want to think that I remember this well, because they removed it should return it, it is quite practical to make good UV maps with good distribution and to be able to match many things

blender_7bCPY0IAuW.png

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Development Status: Open

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victoria.zamora.me
28 Jun 2020

10 Comments

Shift+S and Cursor to selected

1
IIIFGIII

Because UV space is not 3D space and you may notice that there is no " active element " in UV's. So to ask to implement " active element " pivot first it need to implement this active element. And it not exist in 2.80 (I checked).

EzyPoly

Perhaps it because of impossibility to imagine situation which requires such function.. at some specific point u may use 3d cursor, don't you?

Lauloque

How is it impossible? The situation would be the exact same as in the 3D view. And the exact same to any situation where you'd have to first snap the 3D cursor to a vertext and then rotate around, except the active element pivot would save huge amounts of time lost managing the cursor.

1
EzyPoly

whats for it needed in uv space? any real example?

Lauloque

* @impacman * Any time you need to pivot stuff around an element. Which often happens as soon as you have an even so slightly complex model that requires optimized UVs.

Why it should need a specific example ? It's such a basic thing. It works the same way as in the 3D viewport and is used for the same reason.

EzyPoly

* @-L0Lock- * cause in 3d it make sense -cockpit glass, top of box, door, tail, etc ... What's the point of adding absolutely useless function, which easily possible with existing tools i really don't understand..

Lauloque

* @impacman * What makes no sense? Rotating UVs around stuff is as basic as anything could be.

Tell me, how do you orient an island between two points? How do you straighten an island whose vertices aren't grid-aligned? How do you rotate an island that could be perfectly placed if you could just rotate it around a specific point that's not its center? These are three basic examples you can face basically any time you unwrap a humanoid for instance.

Right now we're forced to do various imprecise rotations around bounding box and move stuff around, or to manage a 2D cursor which requires extra steps and repositioning as soon as you want to manage a new island or moved it somewhere else or just need a new pivot point.
That's a huge time sink that every person working on any dense UVs face all the time and has to deal with this even more as the project scales up the quantity to manage.
Meanwhile, an active point requires one click to set, if not none because you often start selecting an island by clicking a vertex, and it remains valid when you move the island around. And the code is already there for the viewport, UI elements too, so there's probably not a lot of dev time required to do this.

The point of having various tools in your shed is to let the user choose which saves him a lot of time. If you never need those, good for you, you don't need it and such you're not concerned at all by this proposal. But maybe you could consider, that there are lots of different people here who might need this, and the very facts that someone asks for it - people vote for it - and people including you give ways around to obtain the same result in a better-than-nothing way - means that it's actually useful?

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Lauloque

I said what i had to.