8
Edit UVWs Dialog Menu Bar 885
ResetAllhasalmostthesameeffectasremoving
and reapplying the modifier, except that a m ap
assignedintheEditUVWsdialogisnotdeleted.
For example, if you forgot to turn on the Generate
Mapping Coordinates check box for an object,
and then applied the Unwrap UVW modifier, the
modifierwouldhavenoUVWcoordinatestouse
and its settings would be wrong. If you then go
back in the modifier stack and turn on Generate
Mapping Coordinates, you’d need to choose the
Reset All command. When you do so, an alert
warns you that you’re losing any edits you’ve made.
Edit menu
Thesecommandsprovideaccesstothedifferent
transform f unc tions, and copy and paste
selections.
Move Mode—Lets you select and move sub-objects.
Rotate Mode—Lets you select and rotate
sub-objects.
Scale Mode—Lets you select and scale sub-objects.
Freefor m G izmo Mode—Lets you select and
transform vertices. See
Freeform Mode
.
Co py—Copies the current selection (i.e., texture
coordinates) into the paste buffer.
Pas te—Applies the texture mapping coordinates
in the paste buffer to the current selection. Using
Paste repeatedly w ith the same t a rget coordinates
causes the coordinates to rotate by 90 degrees each
time.
UseCopyandPastetoapplythesamemapping
coordinates (i.e., image) to a number of different
geometry faces. A typical example of usage would
be in designing a game level, where you’re working
with a multi-image texture map, part of which is
a door image. You might want to apply the same
door image to several different door polygons.
First, you would select one of the door polys and
positionitoverthedoorimage.Next,useCopy
toplaceitstexturecoordinatesinthepastebuffer.
Then select another door poly and choose Paste or
PasteWeld.Thedoor’stexturecoordinatesmove
tothesamelocationastheoriginalpoly.Continue
selectingotherdoorpolysandpastinguntilallthe
doors are mapped.
Tip: For best results, use comparable sets of texture
coordinates for the source and destination. For
example, copy a single four-sided face, and then
paste another four-sided face.
Pas t e Weld—Applies the contents of the paste
buffer to the current selection and then welds
coincident vertices, effectively fusing the source
and destination selec tions together.
Use Paste Weld to end up with a single set of
texture coordinates that’s applied to multiple
geometry elements. Adjusting these texture
coordinates changes the mapping for all geometry
to which they’re applied.
Select menu
These commands let you copy a viewpor t select ion
to the editor, and transfer selections among the
three different sub-object modes.
Get S election From Viewpor t—Copies the viewport
selection to the editor window.
Conver t V er t ex to E dge—Converts the current
vertex selection to an edge selection and places
you in Edge sub-object mode. For an edge to be
selected, both of its vert ices must be selected.
Conver t V ertex to Face—Converts the current
vertex selec tion to a face selection and places you
in Face sub-object mode. For a face to be selected,
all of its ver tices must be selected.
Conver t E dge to V er tex —Conver ts the c urrent edge
selection to a vertex selection and places you in
Ve r t e x s u b - o b j e c t m o d e .
Co nvert Ed ge to Face—Converts the current edge
selection to a face selection and places you in