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UV editor and 3d viewport selection sync per default
Confirmed, NormalPublicDESIGN

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Authored By
Daniel Bystedt (dbystedt)
Jun 28 2020, 9:22 PM
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It would be very beneficial to have corresponding mesh component selection between the UV editor and the 3D viewport. This would enable users to quickly identify which mesh components that they are working on. This design should not simply be implemented by setting "sync selection" as per default, since there are some drawbacks in the UV Editor with that mode such as

  • Select linked does not work with vertices and edges
  • Moving faces "rips" them from uv islands
  • Uv island selection mode is not available

This issue is addressed here as well :

Make sure UV is visible in edit mode even if vertices/edges/faces are not selected
Faces in the 3d view is selected based on the current selection in the UV editor and vice versa. This makes it easy for the user to understand which parts of the mesh she/he is working on
If faces needs to be hidden in the UV editor (in the case of overlapping UV’s etc), the user can simply hide the UV’s and the faces

Desired result when selecting one vertex in the 3D VIEWPORT - Note that the vertex is placed on a UV seam
Desired result when selecting one vertex in the UV EDITOR

Event Timeline

Daniel Bystedt (dbystedt) changed the task status from Needs Triage to Confirmed.Jun 28 2020, 9:32 PM
Daniel Bystedt (dbystedt) updated the task description. (Show Details)
Daniel Bystedt (dbystedt) moved this task from Restricted Project Column to Restricted Project Column on the Restricted Project board.Jun 28 2020, 9:41 PM