8

892 Chapter 8: Modifiers
The stretcher points surround the pelt UVs in the Edit UVWs
dialog window.
The lines connecting the stretcher 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, further adjustment and simulation might
be required.
WhilePeltmodeisactiveandtheEditUVWs
dialog is open, most standard UV Ws edit i ng
functions are also available. So, for example,
instead of stretching t he entire pelt, you could
select a subset of U Vs to stretch. 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 Str etcher—Returns the stretcher and the
pelt UVs to their default shape and orientation,
losing any stretching or editing of the stretcher or
mapping coordinates.
Snap To Seams—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 polygonal
outline for the stretcher by mov i ng points. When
this mode is active, move one stretcher vertex,
and then move a second, non-adjacent poin t to
line up all intervening vertices in a straig ht line
between the two. This process is fully interactive;
as you move the second vertex, the intervening
vertices continually change position to maintain
the straight line. Continue moving vertices to
create a polygonal outline; to quit, click Straighten
Stretcher again.