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SeeMyu
11th Jun 2012, 9:25 PM
I'm very sorry to be posting again.. but now I've run into yet another problem. Whenever I try to rotate one of the items in Texture Coordinate Editor, instead of selecting one segment out the group.. it select the entire object; therefore making it impossible for me to rotate it.

http://i.imgur.com/p9cd2.jpg
*I'm making a bed; that's why everything is crammed to the right side of the UV Map*

I usually export it out of milkshape and import it into UV Mapper Classic, then once I'm done I export it from UV Mapper Classic and import it back into Milkshape to edit the rest of it in TCE (ie. rotating parts). I have to do this because UV Mapper Classic does not let you rotate one segment :/

Is there any way to work around this?

omegastarr82
11th Jun 2012, 9:32 PM
Only select the FACES of what you want to rotate on your mesh, not all of it before you open the texture coordinator window.

SeeMyu
11th Jun 2012, 9:42 PM
Only select the FACES of what you want to rotate on your mesh, not all of it before you open the texture coordinator window.

I'm not too sure what you mean. I have my select options set to select only faces, if that's what you mean? But even that doesn't resolve the problem.

omegastarr82
11th Jun 2012, 10:26 PM
In order for your mesh parts to appear with the TCW you have to select your mesh before you open the window. Only select the faces you need to rotate. From looking at your picture you have the whole thing selected.

SeeMyu
11th Jun 2012, 10:32 PM
In order for your mesh parts to appear with the TCW you have to select your mesh before you open the window. Only select the faces you need to rotate. From looking at your picture you have the whole thing selected.

Okay, I only selected the parts that I need to rotate.. but it still selects the entire group. :/

BloomsBase
11th Jun 2012, 11:06 PM
This happens when vertices on seams are welded together.
If you absolutly sure each part is uvmapped on its own then you can fix this with the model cleaner in the tools menu.
click no on all popups and ok on the last one.
This will split the vertex on the seams into 2.

It only works when parts(duplicates) have their own uvcoordinates, if not you can screw up your uvmap bad.
If this does messes up your uvmap(you ll see after export/import) then you need to start over andtemperary regroup all the problem meshparts into seperates, then regroup em back together, this will also split the vertex on the seams.

omegastarr82
11th Jun 2012, 11:22 PM
That's odd, it has always worked for me. Maybe select the faces of what you want to rotate then regroup to get them alone. When your done fixing them add them back. But I think that's what Bloom said.

SeeMyu
11th Jun 2012, 11:34 PM
This happens when vertices on seams are welded together.
If you absolutly sure each part is uvmapped on its own then you can fix this with the model cleaner in the tools menu.
click no on all popups and ok on the last one.
This will split the vertex on the seams into 2.

It only works when parts(duplicates) have their own uvcoordinates, if not you can screw up your uvmap bad.
If this does messes up your uvmap(you ll see after export/import) then you need to start over andtemperary regroup all the problem meshparts into seperates, then regroup em back together, this will also split the vertex on the seams.

Thank you so much Bloom! That worked! :)

Thank you for all of your help, Omegastar, as well!