Hi all,
I've got a unwrap problem.
I don't know if it's my plugins or not, but I got this frustrating problem theses days:
- I got a model
- I unwrap it with the modifier "Unwrap UVW"
- I unwrap it perfectly
- I collapse the "Unwrap UVW"
- When I re-click on the "Unwrap UVW" modifier, and I check out my UV, it's gone!
They replace my UV to a default one...
And it happen all the time...
The only solution I found was to save the UV and reload it 2 times and some other operations.
I use "TexTools" and "XrayUnwrap".
Thanks for all support!
Replies
Ideally yes, you want to keep collapsing to an editable poly to hard code the UVs, but I'm working on a driving game level at the moment where that's not possible, as I need the spline in the stick to modify the track shape as necessary.
Well, I just uninstall my "XrayUnwrap" plugin and it works now.
The chuggnut panel just re-appear like magic and everything works fine now.
I think it's a coding conflict between the plugins...since they use mostly the same tools.
If you travel back down the stack to Edit Poly and don't exit sub-object mode, whatever you have selected will be the only thing that the unwrap modifier will operate on. Typically you can just go back down the stack, exit sub-object mode correctly and the Unwrap modifier is back to picking up the whole object.
The idea of passing just a selection of your mesh up the stack is VERY helpful for a lot of things. Lets say you want to add noise to a soft selected area like a dirt path that runs through a field and its all one mesh. No problem select the path verts/poly/edges, apply noise and only those edges are effected. Or lets say you only want to run a cloth sim on the lower part of a dress, or you want to bend a pipe around a corner with the bend modifier but you don't want the whole pipe bent into a circle.