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(Solved) [Blender] precise uv shell positioning, any tricks?

polycounter lvl 6
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bitinn polycounter lvl 6
Say I have already calculated the TD of my uv shell, ie. I know its exact size and I know where I should be placing it, are there any tricks on how to position it precisely where I want it?

For example, can I pick the top-left vertex as origin, and tell Blender to move the shell to a position where this origin will be 16px from top edge and 16px from left edge?


What I currently do is simply eyeball it, and build a demo scene to find seams.

There must be a better way?

(Snapping only works in the first example, the second example showcase where snapping will fail as uv shell is no longer square and can't be snapped easily)





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  • SnowInChina
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    SnowInChina interpolator
    you can activate snap to pixel
    and moving your uv shell via command g -> x -> 32, should move your uv shells 32px on +x
  • bitinn
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    bitinn polycounter lvl 6
    you can activate snap to pixel
    and moving your uv shell via command g -> x -> 32, should move your uv shells 32px on +x
    Thx, entering the precise value while constraining is a good solution.

    Just to re-iterate

    - with UVs -> Snaps to Pixel enabled
    - move your shell to a corner
    - g to translate
    - press x/y to constraint
    - enter number to translate with precise value.

    (also you can use - for negative number)
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