View Full Version : How do I snap UV shells in Maya?
11-04-2004, 06:28 PM
...without the entire shell collapsing into one UV point?
11-04-2004, 06:44 PM
Isn't it a setting in your 'move' tool?
11-04-2004, 06:53 PM
If you're talking about 'Retain Component Spacing' it doesn't apply to the UV editor.
11-04-2004, 09:36 PM
Ah, ok. That sucks.
11-04-2004, 09:47 PM
This is one thing I don't like about Maya.
I should prolly put some time into writing a script to make this work.
Anyway, you have to move it as close as you can. You may want to zoom in and move it again to get it more accurate. Really it shouldn't matter if you are a little off.
One trick I use a lot to get more accurate things with the UV editor is to rotate, move or scale the UVs to about were you want it to be. Undo. Look in the command feedback bar (little blue one under the timeline) it should say something like, "Undo: polyEditUV -u 0 -v 1.136462"
Select the bits after the Undo: middle mouse drag the selection into the command line (white text box next to the command feedback) and adjust the number to what you want them to be. (ex. "polyEditUV -u 0 -v 1")
Hope this helps.
11-04-2004, 10:11 PM
Brain, I use that undo trick too, but it's useful only when I'm snapping to the grid.
That's true about allowing the UV's to be a little off though, since it won't matter at the pixel level. But I'm compulsive about things like that... If you're able to write a shell snapping script, please let me know about it.
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