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910 Chapter 8: Modifiers
let you straigh ten out stretcher vertices, snap them
to the pelt seams, and so on.
The stretcher points surround the pelt U Vs in the Edit UVW s
dialog window.
The lines connect ing the st retcher vertices to the
pelt-seamverticesfunctionasspringsthatpullthe
pelt seams outward in an animated simulation.
After you set up the pelt UVs and the stretcher
shape, you run the simulation by clicking the
Simulate Pelt Pulling button. Depending on the
results, fur t her adjustment and simulation mig ht
be required.
WhilePeltmodeisactiveandtheEditUVWs
dialog is open, most standard UVWs editing
functions are also available. So, for example,
instead of stretching the entire pelt, you could
select a subset of U Vs to st retch. To access any
commands that are unavailable in Pelt mode, such
as Mapping menu commands, simply close the
Pelt Map Parameters dialog.
Inter face
The primary Pelt Map commands are activated
via the buttons in the Simulation group. Other
functionsonthisdialogletyouadjustvarious
stretching parameters.
Stretcher group
These tools help adjust the stretcher shape.
Res et S tr etcher—Returns t he stretcher and the
pelt UVs to their default shape and orientation,
losing any stretching or editing of the stretcher or
mapping coordinates.
Snap To S eams—Aligns all the stretcher points to
theedgeseamsonthepeltUVs. Thiscausesthe
stretcher to take on the pelt outline.
For best results, use this command only after
stretching.
Straighten Stretcher—Lets you specify a p olygonal
outline for the stretcher by moving points. When
this mode is active, move one st retcher vertex,
and then move a second, non-adjacent point to
line up all inter vening vertices in a straight line
between t he two. This process is fully interact ive;
as you move the second vertex, the intervening
vertices continually change position to maintain