9

Edit U V Ws Dialog Menu Bar 899
Options menu
Loa d De f a ul ts Loads the editor settings from the
file unwrapuvw.ini in the plugcfg directory.
Save Current Settings as Default—Save s the editor
settings to the file unwrapuvw.ini in the plugcfg
directory. Settings saved in this way persist
between sessions.
Always Br ing Up The Edit W indow—When on,
selecting an object with the Unwrap UVW
modifier active automatically opens the Edit
UVWs dialog. By default, this is off, so you must
click the Parameters rollout > Edit button to open
the dialog.
Prefer ences—Opens the Unwrap Options dialog
(page 1–920).
Display m enu
Hide S elected—Hides all selected sub-objects and
associated faces.
Unhide A ll—Reveals any hidden sub-objects.
Unfr eeze A ll—Unfreezes any frozen sub-objects.
Note: You can f reeze a sub-object selection with
Freeze Selected, available from the right-click
menu > Display quadrant.
Filter S elected Faces—When on, the editor displa ys
UVW vertices of the viewport selection at the Face
sub-object level of the modifier, and hides the rest.
This is a quick way to work on a limited selection
of the texture coordinates of a complex mesh
while ignoring the rest. You can turn this on, go
totheFacesub-objectleveloftheUnwrapUVW
modifier, and select the portion of the object
whose texture coordinates you want to edit; only
those coordinates appear in the editor, and remain
visibleevenwhenyouchangethesub-objectlevel.
To work on a different portion, return to the Face
level and change the selection in the viewport;
the editor window updates to the new selection
automatically.
Show Hidden Edges—Toggles the display of hidden
face edges.
Show E dge D is tort ion—Uses a green-to-red color
range to depict distortion: how far in length
textureedgesarefromtheircorresponding
geometry edges. The greater the disparit y in
lengths (that is, the greater the distortion), the
redder the edge appears in the Edit UVW dialog
window. Also draws end segments of edges that
are too long as white, showing the difference in
length from that of the geometry edge.
Left: Texture edges the same as or very close to geome try edges
in length are green.
Center: Texture edges slightly different from geometry edges in
length are brown.
Right: Tex ture edges very different from geometry edges in
length are red.
When texture e dges are longer than geometry edges, white
end segments depict len gth disparity.
Use t his display as a way to v iew where the areas of
greatest distortion are in your texture mesh. If an
edge is brown or red but doesn’t have white end
segments, it’s too short. If it’s brown or red and
has white end segments, it’s too long, by the total
length of the white segments.
Show Ver tex Connections—In Vertex sub-object
mode, toggles the display of numeric labels for all
selected vertices. Shared vertices are indicated by
the appearance of multiple same-numbered labels.
Show Shared Sub-objects—When turned on, for the
current selection, highlights any shared vertices
and/or edges. You can change the high light color
on the Unw rap Options dialog (page 1–920).