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headus 3D scans

UVLayout v2.09.03 now available

 
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headus
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Posts: 2870
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Mon Mar 28, 2016 11:19 pm    Post subject: UVLayout v2.09.03 now available Reply with quote

Hello All,

UVLayout v2.09.03 is now available for all users from ...

http://www.uvlayout.com/update

A video demoing some of the new tools can be found here.

New tools added in this version:

- ` Hotkey : Backquote, above Tab, toggles tile selection
mode. When turned on, dragging LMB to box select shells will snap
to the UV tiles grid. Also single clicking in a tile will select
all shells in that tile.

Changes to existing tools:

- Pack : Added option to pack selected shells only.

- Ctrl I/K Hotkey : If polygon adjacent to picked edge is G key
marked, then only edges adjacent to other marked polys are tagged.

- Segment : Added a button to the Threshold setting, which allows
you to manually select one or more polys with the G key first,
then adjacent polys facing the same way are filled in with a
click of that button.

- OBJ Import : By default, polygons with collapsed UVs were
detached back into Ed space. Now the default is to leave them in
UV space but add new UVs to fix the problem. The old method can
be turned back on with the "Auto Split Odd Polys" preference.

Bugs fixed:

- Maya Plugin : Broken for grouped objects.

- Overlap : Now finds all overlaps, including very small sub-pixel
ones and self-intersecting polys.

- Pack : Potential crash if packing with some shells locked and
rotations turned on.

- Flip Shells : Not undo-able with Ctrl-Z. Also affected shells
flipped by the Copy UVs tool (i.e. undoing that action didnt
restore flip status of stacked mirror shells).

- EPS Export : Scale of output unit square was fixed at 100
units. Its now variable according to the scale of the object.

- OBJ Export : UVs not exported correctly right after packing or
resizing boxes. Needed some other action (i.e. a move) to update
them. Affected the plugin Send as well.

- OBJ Import : Failed when the mesh contained polys with hundreds
of vertexes.

- Big World Import Preference : If loading objects a long way
from the origin, its recommended to turn on the Big World Import
preference. On certain objects though this was causing corrupted
UVL save files.

Phil
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