I'll look at Tweak in View tool, But I'm purposely trying to skew the UV but keep the island edge of the vertex the same, so the preserve UV isn't what I'm after.
What you're basically after is an edge constraint in uv space right?
From my (admittedly vague) memory of uv manipulation in maxscript it should be simple enough to work out what direction to move the vert in but i suspect the UI part will be a bit of a ballache.
If it's just 1 uv vertex you want to slide, I would simply use the move tool.
If the island edge is vertical or horizontal, you could use the move tool drop-down to constrain it to one axis...
In a perfect world. (Rounded island edge so everythings angled).
Poopipe, that will effect vertices on both sides of the island (just want one side). I could break the edge and reattach after moving, but man, that sounds incredibly tedious.
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There are the Preserve UVs options in Editable Poly. There's also the Tweak in View tool in UVW Unwrap.
One other way you might be able to do it is to use a distortion texture, for example Bercon Mapping. Or whatever the analogue is in your game engine.
From my (admittedly vague) memory of uv manipulation in maxscript it should be simple enough to work out what direction to move the vert in but i suspect the UI part will be a bit of a ballache.
If it's just 1 uv vertex you want to slide, I would simply use the move tool.
If the island edge is vertical or horizontal, you could use the move tool drop-down to constrain it to one axis...
ie. move the geometry vertex with preserve UVs turned on. then moved it back with preserve UVs turned off.