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5.1
Editors

UV Editor

The UV Image Editor is the place where you can display and edit the UV mapping, which doesn't necessarily require to have an image to be loaded.

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UV Editor

The UV Image Editor is the place where you can display and edit the UV mapping, which doesn't necessarily require to have an image to be loaded.

The functionality of the UV Editor is connected to the 3D view. You need to have a mesh object selected, and you need to be in Edit mode to show the UV wire.

UV Editor

The UV editor is divided into several areas has several tool areas.

Green - Tool Settings Area

Grey - Viewport

Orange - Header

Blue - Tool Shelf

Pink - Sidebar

The Tool Settings area contains the same functionality than the Tools tab in the Sidebar. So we won't cover it.

Hotkeys

Pan the view - MMB

Zoom - Mouse Wheel, LMB + Ctrl, Numpad + / -

Navigation Elements

There are also two navigation elements for panning and zoom in the upper right corner. Click at them, hold the mouse button down, and move.

2D Cursor

2D Cursor

The 2D Cursor is the center point for tool operations. It can be set to mouse position with Alt + Right Mouse click. Or with the Cursor tool in the

UV context menu

UV context menu

When you double right click into the viewport, then you will open a menu. The UV Context menu. Its content is to 100% double content to already existing menus. And it is despite the name not contextual.

Unwrap

Unwraps the selected geometry with the method Angle based. ABF stands for Angle Based Flattening. But can then in the adjust last operator set to the other two methods too. Conformal ( LSCM) and Minium Stretch.

Last Operator Unwrap

Method

Method is a drop down box where you can choose the unwrap method.

Method Angle based + Conformal
Method Angle based + Conformal
Method Angle based + Conformal

Unwrap ABF and Unwrap LSCM shares the same Last Operator.

Method

Method is a drop down box where you can choose between Unwrap method Angle Based and Conformal.

Fill Holes

Fill Holes

Fill holes in the mesh before unwrapping.

EntryWhat it does
Use Subdivision SurfaceUnwraps an existing Subdivision Modifier. You need to add a Subdivision Modifier first.
Correct AspectTake the Image Aspect Ratio into account.

Margin Method

Margin Method
EntryWhat it does
ScaledUse the scale of existing UV to multiply margin.
AddJust add the margin and ignore any existing UV.
FractionSpecify a precise fraction of specific UV.

Margin

The distance between the single UV patches.

Method Minimum Stretch
Method Minimum Stretch
Iterations

Number of iterations.

EntryWhat it does
No FlipPrevent flipping UV's
Importance WeightTake per vertex importance weights into account.
Use Subdivision SurfaceUnwraps an existing Subdivision Modifier. You need to add a Subdivision Modifier first.
Correct AspectTake the Image Aspect Ratio into account.

Margin Method

Margin Method
EntryWhat it does
ScaledUse the scale of existing UV to multiply margin.
AddJust add the margin and ignore any existing UV.
FractionSpecify a precise fraction of specific UV.

Margin

The distance between the single UV patches.

Follow Active Quads

Follow Active quads maps UV coordinates starting from an active face, and maps all adjacent faces in quad shape then. This way you can for example unwrap a pipe or a road. You first need to have a face selected. Then select everything. And then click at Follow Active Quads.

Last Operator Follow Active Quads

The Last Operator contains the same settings than the Settings dialogue.

Edge Length Mode
Edge Length Mode

Edge Length Mode is a drop-down box where you can choose the Length method.

Pin

Pin

Pins the selected vertices . This vertices are now nailed for the unwrap algorithms Angle based and Conformal. Their positions will not change when you repeat the unwrapping. And the algorithms will try to fit the rest of the geometry to this pinned vertices.

Pinned vertices are marked red.

A use case is for example when you have a distorted result for symmetric geometry like a face with the Conformal method. Then you can try to align two center vertices, pin them, and repeat the conformal method. It may be more symmetrical afterwards.

Last Operator Pin

Last Operator Pin
EntryWhat it does
ClearClear the pinning instead of setting it for the selection.
InvertInvert the pinning instead of setting it for the selection.

Unpin

Unpins pinned geometry.

Snap

Snap

Snap is a sub menu with some snapping tools. The menu items should be pretty self explaining. Selected to Pixels snaps the selected geometry to the pixels of the image, and so on.

Last Operator Snap Selection and Snap Cursor

Last Operator Snap Selection and Snap Cursor
Last Operator Snap Selection and Snap Cursor
Target
Target

Set the snap target method again.

Mirror X

Mirrors the selection along the X axis. The mirror point is the pivot of the selection.

Mirror Y

Mirror Y

Mirrors the selection along the Y axis. The mirror point is the pivot of the selection.

Last Operator Mirror

The Last Operator Mirror panel gives you tools to adjust the mirror action.

Orientation
Orientation

Orientation is a drop-down box where you can choose the type of orientation for the mirroring action.

Constraint Axis

Constraint Axis gives you the possibility to define the mirror axis. You can choose more than one axis here.

EntryWhat it does
StraightenStraightens the selected geometry in both directions, X and Y axis.
Straighten XStraightens the selected geometry along the X axis.
Straighten YStraightens the selected geometry along the Y axis.
Align AutoAligns the selection. The align axis gets chosen from the selection itself. When it's higher than tall, then it aligns along the Y axis. When it's taller than high, then it aligns along the X axis. The align point is the pivot of the selection.
Align VerticallyAligns the selection along the X axis. The align point is the pivot of the selection.

Align Horizontally

Aligns the selection along the Y axis. The align point is the pivot of the selection.

Last operator Align

Last operator Align

The Last operator Align unions all the single straighten and align actions in one operator.

Axis
Axis

Lists the straighten and align methods again.

Merge

Merge
EntryWhat it does
At CenterMerges the selected vertices at the center.
At CursorMerges the selected vertices at the 2d cursor

By Distance

Merge vertices that are below a specified distance to each other.

Last operator Merge UVs by Distance
Last operator Merge UVs by Distance
Last operator Merge UVs by Distance
EntryWhat it does
Merge DistanceMaximum distance for welding vertices.
UnselectedMerge selected vertices to other unselected vertices.
Shared VertexWeld uv’s based on shared vertices.

Stitch

Stitch tries to union UV patches along the selected edges or vertices.

Stitch
Stitch

Last Operator Stitch

Last Operator Stitch

This last operator appears in the 3D view.

EntryWhat it does
Use LimitJust snap when the elements are below a given distance. · Snap Island: Snap the whole UV patch, or just the selected edge(s)/vertices
LimitThe limit distance for Use Limit.
Static IslandAdjust which island stays in place when stitching.
Active ObjectIndex of the active object.
Snap at MidpointSnap at the center point of the two elements instead the first to the last.
Clear SeamsUnmarks seams when stitching.
Operation Mode
Operation Mode

The operation mode. Calculate with Edges or Vertices.

Split

Split

Selection

Split the selected geometry from the not selected geometry.

Quick Favorites menu

Quick Favorites menu

When you right click at a menu or a button, then a right click menu will open. Tools have usually an Add to Quick Favorites menu entry.

The Quick Favorites Menu is empty by default. With Add to Quick favorites you can add this menu to the Quick menu.

Quick Favorites menu

In the 3D view we have a menu called Quick in the header, which shows this content then. In the Image Editor you can just call it with its hotkey. Q. It has no regular menu entry here.

Slider snapping

Slider snapping

Snapping also works at sliders. Hover with the mouse over the slider, start to slide, and holding down Ctrl will snap the sliders in incremental steps.

When it's a default value between 0 and 1 then it usually snaps in 0.1 steps. When it's a default value over 1 then it usually snaps in steps of 10.

Hotkey only functionality

Important: These hotkeys works with the default Bforartists key map. And they do not list the Ndof hotkeys. Ndof is a 3d connexion mouse device that is also used for tablets.

Most of the tools can be found in the graphical UI. But there are still some tools that are hotkey only. Some have a UI brother with equal functionality. For example, Pick shortest path is the hotkey sister of Select shortest path. Some are hotkey only since they cannot be integrated in the graphical UI. Like calling the File menu under the mouse. Or mouse position dependent functionality like selecting an edge loop.

The navigation hotkeys and the context menus are excluded here since they are already covered.

EntryWhat it does
Loop Select - Alt Left MouseSelect an edge loop.
Loop Select - Shift Alt Left MouseSelect an edge loop. Adds to selection.

Edge Ring Select - Ctrl Alt Left Mouse

Select an edge ring.

Edge Ring Select - Shift Ctrl Alt Left Mouse

Select an edge ring. Adds to selection.

Unwrap - U

Unwraps the selected geometry. This operator starts with the method Angle based.

Last Operator Unwrap

Method

Method is a drop down box where you can choose the unwrap method.

Method Angle based + Conformal
Method Angle based + Conformal
Method Angle based + Conformal

Unwrap ABF and Unwrap LSCM shares the same Last Operator.

Method

Method is a drop down box where you can choose between Unwrap method Angle Based and Conformal.

Fill Holes

Fill Holes

Fill holes in the mesh before unwrapping.

EntryWhat it does
Use Subdivision SurfaceUnwraps an existing Subdivision Modifier. You need to add a Subdivision Modifier first.
Correct AspectTake the Image Aspect Ratio into account.

Margin Method

Margin Method
EntryWhat it does
ScaledUse the scale of existing UV to multiply margin.
AddJust add the margin and ignore any existing UV.
FractionSpecify a precise fraction of specific UV.

Margin

The distance between the single UV patches.

Method Minimum Stretch
Method Minimum Stretch
Iterations

Number of iterations.

EntryWhat it does
No FlipPrevent flipping UV's
Importance WeightTake per vertex importance weights into account.
Use Subdivision SurfaceUnwraps an existing Subdivision Modifier. You need to add a Subdivision Modifier first.
Correct AspectTake the Image Aspect Ratio into account.

Margin Method

Margin Method
EntryWhat it does
ScaledUse the scale of existing UV to multiply margin.
AddJust add the margin and ignore any existing UV.
FractionSpecify a precise fraction of specific UV.

Margin

The distance between the single UV patches.

Pick shortest path

Click at the first edge or vertice, hold down ctrl,click at the last edge or vertice.

Last operator Pick shortest path

Last operator Pick shortest path
Last operator Pick shortest path
EntryWhat it does
Face steppingTraverse connected faces. Including diagonals and edge rings.
Topology DistanceFind the minimum number of steps. And ignore the spatial distance.
Fill RegionSelect all paths between the source / destination elements.
DeselectedDon't select the whole path, but just every nth element of it.
SelectedThis is connected to nth element. Number of elements to skip at once.
OffsetThis is connected to nth element. Start with an offset.