Correct UVs during mesh component move and extrude #78416
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Reference: blender/blender#78416
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This UV feature suggestion corrects UV's after move and extrude operations done in the 3D Viewport
This is a perfect feature to use when creating or extend assets from already existing textures and saves a lot of time instead of having to re-uv a mesh every time you want to modify it.
Users talking about the issue here: https://blender.community/c/rightclickselect/KGcbbc/
Preserve UV should be an option (boolean) that can be turned on and off. It should be able to be activate during the following operations
During testing the following operations seems to preserve uv’s quite nicely already
UI
Please note that Preserve UV below should be renamed to Correct UVs to keep consistency with existing options in Blender
|
Starting point
Intended operation = Move + preserve UV
Undesired result
Undesired result (i.e. uv stretching) Intended operation = Move + preserve UV
Desired result
Desired result Intended operation = Move + preserve UV
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @DanielBystedt
Added subscriber: @APEC
This feature is in Magic UV addon (built in blender) but it seems not working as expected or bugged at all...
https://blenderartists.org/t/magic-uv/1134694/23?u=apec
And yes, it must have feature for blender by default.
Added subscriber: @Jakuba
Added subscriber: @no4me
Added subscriber: @piiichan
This task was fixed when "correct face attributes" in the options menu in edit mode was implemented. I'm closing this task.
This option is hidden so deep that I had to google to find it. Why are these UV options not in the "UV" menu section?
Like checkboxes in "View" menu at the beginning.
In any case, thanks for pointing this option out.
Since all attributes (not only uv) is corrected during edit mode the option was placed in the edit mode options as far as I know. Perhaps it should be duplicated into the uv menu for discoverability.