9

880 Chapter 8: Modifiers
Pinning Textures
Although not its prim ary purpose, you can use the
Unwrap UVW modifier to freeze UVWs. You can
apply mapping after an animated deformation and
have the mapping stick to the object. For example,
you can apply Unwrap UVW above a Morpher
modifier in t he modifier stack, apply planar maps
and edit the UVW coordinates. The mapping will
follow the morphing geometry.
Pr ocedur es
To use Unwr ap UVW with the non-Pelt mapping
methods:
This is a general overview of using the basic
Unwrap UVW tools available on the Modify panel
and the Edit UVWs dialog (page 1–888).Unwrap
UVW provides many additional tools, particularly
in the editor.
1. Apply the modifier and a texture-mapped
material to an object. Set the material to display
in the viewports, s et at least one viewport to
be shaded (e.g., press
F3 to toggle between
Wireframe and Smooth+Highlights), and, if
necessary, turn off Shade Selected Faces (press
F2 ) for that viewpor t so the texture mapping
is visible.
2. GototheFacesub-objectleveloftheUnwrap
modifier and make a selection of contiguous
faces. You’ll use a single mapping t ype on this
selection.
Within the single modifier, you can apply a s
many different mappings as you like to different
face selections.
3. It is recommended that you name the selection
using the Named Selection Sets (page 1–83)
function on the main toolbar. This makes it easy
to return to the selection set in the viewports
for subsequent mapping adjustments. For
example, if you’re working on a character mesh,
you could use names such as right arm.
Impor tant: Be sure to press Enter af ter typing the
selection set name.
4.
On the Map Parameters rollout, click the
appropriate mapping type button (Planar, Bo x,
etc.) and then adjust the gizmo using a ny
combination of the transform tools (Move,
Rotate, Scale) in the v iew ports and the Align
buttons (Align X, etc.) on the Map Parameters
rollout.
Tip: Youcanoftensavetimebystartingwith
the Best Align command and then adjusting
manually from there.
After each adjustment of the mapping g izmo,
the texture display in the v iewports updates to
reflect the mapping changes, as do the green
seam lines on the object that show where the
open edges lie (depending on the object shape
and mapping t ype; the seam lines don’t change
w ith Planar mapping). To cause the viewports
to update in real time, turn on Edit UVWs
dialog > Constant Update.
You can also open the editor (Parameters
rollout>Edit)toviewthechangesinthe
generated texture coordinates as you adjust the
gizmo.
5. Click the mapping type button again to turn it
off and exit mapping for this face selection.
6. Continue making and naming selections and
applying mapping until the entire mesh is
mapped. Use the green seam display lines