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Snowfly's Avatar
Old (#1)
...without the entire shell collapsing into one UV point?
Offline , dedicated polycounter, 1,874 Posts, Join Date Oct 2004, Location Singapore Send a message via MSN to Snowfly Send a message via Skype™ to Snowfly  
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JKim3's Avatar
Old (#2)
Isn't it a setting in your 'move' tool?
If they ever come up with a swashbuckling School, I think one of the courses should be Laughing, Then Jumping Off Something.
Offline , triangle, 331 Posts, Join Date Oct 2004, Location A dumpster in Montreal  
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Snowfly's Avatar
Old (#3)
If you're talking about 'Retain Component Spacing' it doesn't apply to the UV editor.
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JKim3's Avatar
Old (#4)
Ah, ok. That sucks.
If they ever come up with a swashbuckling School, I think one of the courses should be Laughing, Then Jumping Off Something.
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Faucet's Avatar
Old (#5)
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.
-Derick Dressel
(BrainFaucet.com)
Offline , line, 70 Posts, Join Date Oct 2004, Location Florida  
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Snowfly's Avatar
Old (#6)
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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