Group Mirror

[All Modes]

Creates a new/duplicate mesh.

This command can be used to fix up your existing symmetrical selection tags as well as re-create any missing ones after collapsing a Symmetry Object. After collapsing the Symmetry Object, your 'leftEye' selection tag (for example) probably now also contains polygons meant for the 'rightEye' tag. This plugin was designed to provide a one-click solution to fix up all these symmetrical-selection-tags. Here's how it works:

  • It reads a text file in the ..\plugins\Undertow folder, named "m_groupnames.txt" to get a list of Polygon Selection Tag names to fix. The format of that file is described in comments within the file itself, so refer to that file for details.
  • In that text file, each entry is listed as the name of the selection tag on the POSITIVE side of the X-axis, followed by the name of the corresponding selection tag for the NEGATIVE side of the X-axis. Since a humanoid is generally modelled facing outward toward the default camera, the POSITIVE side of the X-axis refers to the mesh's left-hand side, so the left-hand (actually the right side of the screen) groups/selections are listed before the right-hand (actually the left side of the screen) groups:

    leftEye | rightEye
    lCollar | rCollar
    lShldr | rShldr
    etc.


    ...because of this potential Left /Right confusion, I prefer to use the POSTIVE-X / NEGATIVE-X terminology in place of Left / Right.
  • The tool will first create a clone of the current mesh.
  • it looks for the POSITIVE-X Selection Tags on the original mesh and if/when it finds one, it then:
    • scans through the list of polygons referenced by that tag, removing any polygons that belong on the other side
    • if the matching NEGATIVE-X Selection Tag does not already exist, it creates one
    • any polygons found in the POSITIVE-X selection that belong to the matching NEGATIVE-X selection are moved to there
  • since it makes no assumptions about which side of the mesh you deleted, it then looks through all of the NEGATIVE-X Selection Tags and does the same thing

...assuming you were working with half a mesh in a Symmetry Object that had these tags already set up on it and then collapsed the Symmetry Object to create the other side of the mesh, you basically select the mesh in the Object Manager and run this command on it and you end up with a new mesh - with all the selection tags (specificied in the text file) fixed.

Now, let's assume that you've already collapsed the Symmetry Object but you hadn't created your group selections yet and for some reason or another, you don't want to split/join it again. In that case, you can create the selections on one side (or the other) of the mesh and then hold the [SHIFT] key when you activate the plugin... in that case, the plugin will not only deal with polygons that currently exist in the selection tags (but might be listed in the wrong tag), it will actually try to find matching-but-mirrored polygons to fill in the blanks. So if your 'leftEye' selection tag only contains polygons for the left eye, the plugin will try to find the polygons for the 'rightEye' tag***.

***NOTE: This mode of operation can be EXTREMELY time-consuming, since it uses nested loops to scan every polygon in the mesh (well, half of them, at least), for each polygon it's looking for. Either be prepared for a potentially very long wait or use some other method (more below on other methods).

...If your mesh is more than about 10,000 polygons, I do NOT recommend using the [SHIFT] key, scan-mode of this plugin. It would probably be faster to either split/join the mesh again or - using some of the other tools of this plugin - create the missing selections by hand (see: Selection Symmetry command for some help).

Demo Version: The POSITIVE-X tags are created and/or fixed, the NEGATIVE-X tags are created, but not filled in. [SHIFT] key operations are disabled.

Mesh Splitter

[Modelling - Polygon Mode] [UV Edit - Polygon Mode]

Works with the currently selected Polygons, or all Polygons of the mesh, if none are selected.

Creates (or updates, if they already exist) 3 Point Selection Tags on your mesh that mark the points LeftofCenter, Center and RightofCenter. These tags make it easy to delete half of the mesh, if you want to drop it into a Symmetry object.

Demo Version: Fully functional.

Selection Symmetry

[Modelling - Polygon/Point Mode] [UV Edit - Polygon/Point Mode**]

Works with the currently selected Polygons or Points.

If you are working on a mesh that is symmetrical on the X-axis, and have some polygons/points selected, this command will select the opposite polygons/points (the ones on the other side of the X-axis that match the ones you have selected).

If the [SHIFT] key is depressed, the current selection is included in the new selection.

** NOTE: This command does not work 100% reliably when you are in Point mode within BodyPaint. Specifically, if you have a 'seam' UV point selected, it will not (necessarily) select the opposite seam UV point. This is a limitation of BodyPaint that I haven't found a way around yet. I left this mode active because it still works fine on welded / interior UV points.

Demo Version: [SHIFT] key operations are disabled.

Set Axis- (New in v1.20)

[Modelling - Polygon/Point Mode]

Works with the currently selected Polygons or Points.

This command provides a quick way to set the Object Axis (origin/position, but not rotation) of a Polygonal Mesh Object to the center of the currently selected Polygons or Points. If no polygons/points are selected, then the axis is set to the center of the mesh.

Demo Version: This tool is disabled in the demo version.

UV Map Box- (New in v1.10)

[UV Edit - Polygon Mode]

Works with the currently selected Polygons, or all Polygons of the mesh, if none are selected.

This mapping style is very similar to BodyPaint's "Box" mapping, but there are some differences...

  • The angles used to determine the sides (front, back, left, right, top, bottom) are different from the angles used by BP, which may result in better (or worse) mapping on any particular model. For 90deg angled cubic meshes, there won't be any difference, but once you start having rounded corners, the differences will show up. You should try it both ways.
  • If you hold down the [SHIFT] key when you activate this command, the projection will be done using the current editor window camera... very much like BP's "Frontal" mapping, except that it still does a Box mapping and it ignores any position/scaling of the camera.
Demo Version: This tool is disabled in the demo version.

UV Map Cylindrical Cap - (New in v1.10)

[UV Edit - Polygon Mode]

Works with the currently selected Polygons, or all Polygons of the mesh, if none are selected.

This mapping style is very similar to BodyPaint's "Cylinder" mapping, but there are some differences...

  • This mapping mode is actually closer to the "Cylindrical Cap" mode found in the UVMapper program. It basically does a box mapping on the top and bottom of the mesh and then does a Cylinder mapping on the rest.
  • If you hold down the [SHIFT] key when you activate this command, the projection will be done using the current editor window camera... very much like BP's "Frontal" mapping, except that it still does a Cylindrical Cap mapping and it ignores any position/scaling of the camera.
Demo Version: This tool is disabled in the demo version.

UV Map Cylinder

[UV Edit - Polygon Mode]

Works with the currently selected Polygons, or all Polygons of the mesh, if none are selected.

This mapping style is very similar to BodyPaint's "Cylinder" mapping, but there are some differences...

  • The resulting uv polygon widths are a closer match to the mesh polygons width/ratio... this may or may not be desirable in all cases, so you should try it both ways. [create a cylinder and make it editable. now scale it on the Z axis to flatten it from front to back somewhat, then try both my plugin vs. BP's "Cylinder" projection to see the difference.]
  • Unless you are using Interactive Mapping, BP's mapping puts the seam/split on the left-hand side of the mesh... my plugin always puts the split in the rear (the back of the skull, on a head mesh, for example).
  • BP's mapping scales the results to use the entire 0->1 mapping space (or more)... my plugin tries to achieve the proper aspect ratio of the mapped polygons.
  • If you hold down the [SHIFT] key when you activate this command, the projection will be done using the current editor window camera... very much like BP's "Frontal" mapping, except that it still does a Cylindrical mapping and it ignores any position/scaling of the camera.
Demo Version: [SHIFT] key operations are disabled.

UV Map Sphere

[UV Edit - Polygon Mode]

Works with the currently selected Polygons, or all Polygons of the mesh, if none are selected.

This mapping style is very similar to BodyPaint's "Sphere" mapping, but there are some differences...

  • The resulting mapping is influenced (distorted) more by the z-value of the vertices (difficult to describe...). On a perfectly symmetrical/spherical "sphere" mesh, you get pretty much the same result as BP's command, but if you flatten the sphere on the X or Z axis, you'll see quite a difference. This seems to work fairly well on something like a humanoid head mesh, but again, you should try both ways to see what works best for you.
  • Unless you are using Interactive Mapping, BP's mapping puts the seam/split on the left-hand side of the mesh... my plugin always puts the split in the rear (the back of the skull, on a head mesh, for example).
  • If you hold down the [SHIFT] key when you activate this command, the projection will be done using the current editor window camera... very much like BP's "Frontal" mapping, except that it still does a Spherical mapping and it ignores any position/scaling of the camera.
Demo Version: [SHIFT] key operations are disabled.

UV Aspect Fit

[UV Edit - Polygon Mode]

Works with the currently selected UV Polygons, or all Polygons of the mesh, if none are selected.

BodyPaint has a command called "Fit to Canvas" which will scale the selected uv polygons to fit within the 0.0->1.0 mapping space and moves them there. My plugin does the same thing, except that:

1. it maintains the current aspect ratio of the selected uv polygons (it scales both U & V by the same amount)
2. by default, it leaves a small border of space (2.5% on the top/bottom/sides) - if you are holding the [SHIFT] key, it doesn't leave any border.

Demo Version: [SHIFT] key operations are disabled.

UV Tile Fit - (New in v1.10)

[Modelling - Polygon Mode][UV Edit - Polygon Mode]

Works with the currently selected Polygons, or all (non-hidden) Polygons of the mesh, if none are selected.

This tool is designed to assist mapping of 'tiled' meshes. It may be easier to describe using an example...

Suppose you have a model of a brick building and that you have a tileable brick texture that will be repeated every 2 meter by 2 meter section around the perimeter of the building. You might also have a few different variations of this brick texture, so you divide the mesh up into 2 meter sections (you can then set up Polygon Selections for each material group).

Given the above, you now want to set up the uv-mapping so that each 2-by-2 meter section uses the entirety of the mapping area (from 0.0 -> 1.0 in both directions). There are a couple of ways to do this, some better/easier than others...

  • You could select each face/poygon and perform a "Fit to Canvas" operation - tedius, doesn't allow for the odd-sized sections of the mesh.
  • You could do a Box mapping on the entire mesh and then carefully attempt to position and scale it up so that one of your tiles filled the 0.0 -> 1.0 mapping space (tiles outside the 0 -> 1 space wrap around and get mapped as if they were inside the 0 -> 1 space) - this is also tedious (I know from experience :) ), as well as in-exact, it's really tough to get both the scaling and positioning done precisely.
  • if your mesh is made up of nothing but 2-by-2 meter cubes/polygons, then you could just do a "Cubic" mapping and all polygons would be mapped in the 0 -> 1 space, but that's not particularly practical/likely.
  • Some other labor-intensive method(s).

...so let's exapand on our example a bit and assume that we want to use a multiple of 4 meters, except that our building is not quite 4 meters tall. In this case, we have 4m wide by 3.Xm tall tiles around the perimeter of the building. Here's a simple adobe hut example...

...in this case, (most of) the tiles are 4m wide, by 3.7m tall and there are door and window openings cut into some of them (the building itself is 120m wide and 60m deep, by 3.7m tall). Ok, so now we select all the faces and do a Box mapping...

...next we want to scale the entire mapping up so that one of our 4m by 3.7m tiles fills the 0 -> 1 space (because the tile is rectangular and not square, there should be a small gap at the top... the 4m dimension will go from 0 -> 1, but the 3.7m dimension will go from the-bottom -> not-quite-the-top). We also need to position the entire thing so that it lines up.

Enter the "UV Tile Fit" command...

  • Select the polygons that you want to take up one unit tile.
  • Activate the "UV Tile Fit" command.
  • The tool will look at the selected uv polygon(s) and determine how much to scale all (non-hidden) polygons based on the larger U or V dimension of the selection.
  • At the same time, it will move all (non-hidden) UV polygons so that the selected polygon(s) are lined up with the bottom left corner of the 0.0 -> 1.0 mapping space.

...using the above example, with the polygons selected as shown in the first image, we get this...

...it's a bit hard to see here, but the selected polygons are now lined up in the 0 -> 1 space and the rest of them are tiled outside of that space. Here's a close-up of the center...

...so, now I can set up different material zones with the option of switching textures every 4m around the perimeter. Here's a final front shot of my model with 3 (subtle) variations of a tileable 'stucco' type texture...

...but wait - there's more! :)... you can actually use this tool from the C4D modelling/editor window AND if you hold down the [CTRL] key, it will first perform a "UV Map Box" mapping for you. This comes in handy if you make additional modelling cuts/adjustments and then want to remap the mesh... just select a tile-sized polygon, hold down the [CTRL] key and activate this tool. Your entire (non-hidden) mesh will get (re)box-mapped, scaled to the desired size and moved into position (note that if you are also holding down the [SHIFT] key, the box-mapping will be performed using the current camera view - see the UV Map Box section for details).

One final point of clarification... you might have noticed several "(non-hidden) polygons" mentions above... this command falls a bit outside the usual operation of the interface in that it ultimately operates on polygons that are NOT selected. The selected polygons just tell the command which polygons to use to calculate the scaling and positioning from, but all non-hidden UV polygons of that mesh end up being moved/scaled (and/or re-mapped). If you have some polygons that you don't want affected, you'll need to "hide" them.

Demo Version: This tool is disabled in the demo version.

UV CenterU

[UV Edit - Polygon Mode]

Works with the currently selected UV Polygons, or all Polygons of the mesh, if none are selected.

Centers the selected uv polygons on the U (X) axis of the 0->1 mapping space, but does not do any scaling.

(*New in v1.20) If the [SHIFT] key is pressed, the selected UV Polygon(s) will be centered, and all other non-hidden polygons will be shifted by an equal amount - this lets you specify a particular polygon (or group of polygons) that you want centered, but maintains the relative positions of all other polygons.

Demo Version: [SHIFT] key operations are disabled.

UV CenterV

[UV Edit - Polygon Mode]

Works with the currently selected UV Polygons, or all Polygons of the mesh, if none are selected.

Centers the selected uv polygons on the V (Y) axis of the 0->1 mapping space, but does not do any scaling.

(*New in v1.20) If the [SHIFT] key is pressed, the selected UV Polygon(s) will be centered, and all other non-hidden polygons will be shifted by an equal amount - this lets you specify a particular polygon (or group of polygons) that you want centered, but maintains the relative positions of all other polygons.

Demo Version: [SHIFT] key operations are disabled.

UV ShiftU - (New in v1.20)

[UV Edit - Polygon Mode]

Works with the currently selected UV Polygons, or all Polygons of the mesh, if none are selected.

This command will shift UV Polygons to the left edge of the 0->1 uv-mapping space. If the [CTRL] key is pressed, it will shift to the right edge.

If the [SHIFT] key is pressed, the selected UV Polygon(s) will be shifted to the left (or right) edge, and all other non-hidden polygons will be shifted by an equal amount - this lets you specify a particular polygon (or group of polygons) that you want lined up, but maintains the relative positions of all other polygons.

Demo Version: [SHIFT] key operations are disabled.

UV ShiftV - (New in v1.20)

[UV Edit - Polygon Mode]

Works with the currently selected UV Polygons, or all Polygons of the mesh, if none are selected.

This command will shift UV Polygons to the bottom edge of the 0->1 uv-mapping space. If the [CTRL] key is pressed, it will shift to the top edge.

If the [SHIFT] key is pressed, the selected UV Polygon(s) will be shifted to the bottom (or top) edge, and all other non-hidden polygons will be shifted by an equal amount - this lets you specify a particular polygon (or group of polygons) that you want lined up, but maintains the relative positions of all other polygons.

Demo Version: [SHIFT] key operations are disabled.

UV TileU

[UV Edit - Polygon Mode]

Works with the currently selected UV Polygons, or all Polygons of the mesh, if none are selected.

Select some polygons and this command will bump thier UVs to the RIGHT one tile. If you are holding the [CTRL]* key down when you select this command, it moves them to the LEFT one tile.

Unless all of the mesh UVs are going to fit on one texture-template, you can use this command to tile the various uv regions/islands (ZBrush requires that you don't have overlapping uv polygons, for example). This is also handy if you just want to move some sections out of the way while you work on other sections - without having to hide the polygons in the editor.

(*New in v1.20) I realized that I was using the [SHIFT]/[CTRL] keys inconsistently on some of the commands... the new/current/future paradigm I'm trying to follow is "[SHIFT] = include xx, [CTRL] = control or modify direction/operation".

Previous versions of the plugin used the [SHIFT] key to control the direction of the UV Tile commands, so to avoid confusion with current owners (and since this command doesn't currently have any 'inclusive' feature), the [SHIFT] key can still be used for the time-being with this command instead of the [CTRL] key. Both are still disabled in the demo version.

Demo Version: [CTRL] key operations are disabled.

UV TileV

[UV Edit - Polygon Mode]

Works with the currently selected UV Polygons, or all Polygons of the mesh, if none are selected.

Select some polygons and this command will bump thier UVs DOWN by one tile. If you are holding the [CTRL]* key down when you select this command, it moves them UP by one tile.

Unless all of the mesh UVs are going to fit on one texture-template, you can use this command to tile the various uv regions/islands (ZBrush requires that you don't have overlapping uv polygons, for example). This is also handy if you just want to move some sections out of the way while you work on other sections - without having to hide the polygons in the editor.

(*New in v1.20) I realized that I was using the [SHIFT]/[CTRL] keys inconsistently on some of the commands... the new/current/future paradigm I'm trying to follow is "[SHIFT] = include xx, [CTRL] = control or modify direction/operation".

Previous versions of the plugin used the [SHIFT] key to control the direction of the UV Tile commands, so to avoid confusion with current owners (and since this command doesn't currently have any 'inclusive' feature), the [SHIFT] key can still be used for the time-being with this command instead of the [CTRL] key. Both are still disabled in the demo version.

Demo Version: [SHIFT] key operations are disabled.

UV Symmetry

[UV Edit - Polygon Mode]

Works with the currently selected Polygons, or all Polygons of the mesh, if none are selected.

This command is very handy for creating symmetrically mapped UVs on a symmetrically modelled mesh. If you lost half of your mapping through using a Symmetry Object, you can use this command to fix up the UVs for the polygons of the new half. You can also use this after tweeking one side or the other by hand to get those tweeks copied to the other side.

This command has a few options in how it works. To best describe those options, it will help to give some background information...

There is a command within BodyPaint named "Mirror U". When you use this command, the currently selected polygons are 'flipped' in place from left to right. An analogy might be that you pick up a card off a deck, flip it over and place it back on top of the deck. Put another way, the polygons are flipped from side to side about some axis and the position (center of rotation) of that flipping-axis is the average center of the selected polygons. This new "UV Symmetry" command performs a similar function, but with several differences in operation...

The first major difference is that with UV Symmetry, you select polygons that are already mapped, oriented and placed where you want them. The UV Symmetry command tries to find the matching-but-mirrored polygons on the other side of the mesh and mirrors (modifies) the UV mapping of those polygons - not the ones that are selected.

The other differences have to do with how the flipping-axis is determined (the point about which the mirroring/reflection/flipping takes place)...

Default mode:

By default, the flipping-axis is placed at 0.5, which would be the center of the UV screen space (which goes from 0.0 on the left, to 1.0 on the right). This means that if one of a selected polygon's UV vertices was at 0.7 (0.2 greater than 0.5) on the U axis, the mirrored UV vertex would end up at 0.3 (0.2 less than 0.5). An analogy for this mode might be like picking up a card from a deck, flipping it over and placing it to the side of the deck (but exactly where the flipped card ends up depends on the position of the deck - more on this below).

Shift Key Depressed:

If you are holding the [SHIFT]* key, this command tries to do something more clever with the flipping-axis. An anology for this mode is more like turning the page of a book or unfolding a flyer... the two sides are still connected at the center.

The details of how this works would probably best be described using a video tutorial (I'll try to some up with one), but for here, I'll try to describe it with an example...

Let's assume that we have a humanoid head model. At some point, it was UV-mapped, but then it was split in half and put into a Symmetry Object for further modelling work. When the model was split in half, we lost half of the polygons and half of the UV mapping. Now we're ready to make the model whole again for export, so we collapse (Make Editable) the Symmetry Object. When we do that, we get the other half of the polygons back, but those new polygons are using a duplicate copy of the UV mapping from the original polygons. The idea is that we want the new polygons to have thier own UV mapping, which is symmetrically mirrored from the other side of the mesh.

So, at this point, we have:

  • a humanoid head mesh.
  • half of the mesh's polygons and vertices are on the POSITIVE-X (PX for short) side of the mesh and the other half of the polygons are on the NEGATIVE-X (NX) side of the mesh.
  • the UV mapping of the head is all on one side or the other (let's assume the PX side for discussion purposes).
  • with a typical UV mapping of a humanoid head (Cylindrical-style), the center of the face would be in the center of the mapped section and the left and right edges of that mapping would be a 'seam' that ran up the back of the skull - note that that seam/split would be at vertices in the center of the mesh in the back of the head (this is important for later...)...
  • ...but since we split the mesh in half and then re-joined it, both the PX and NX sides of the mesh are now using the PX side of the UV mapping. The mapped section we're left with goes from the center of the nose on the left-most side of the mapped area to the seam at the back of the skull on the right-most side of the mapped area. Note that both the left-most and right-most UV polygons/vertices correlate to mesh polygons/vertices that are at the center of the mesh X-axis.

...so, now we want to flip the NX uv polygons (which are currently on the PX side) over to the NX side, where they belong.

So you select the PX polygons (which are already correctly mapped) and click on "UV Symmetry" with no keys pressed. Since the default mode of the command puts the flipping-axis at 0.5, if the center of the nose mapping (left-most edge) was exactly at 0.5, then you'd get a perfectly symmetrical mapping, with the seam that runs up the center of the face effectively 'stitched' together (assuming that edge was a straight/vertical line). If the left-most edge was at a position greater than 0.5, you'd have a 'gap' up the center. If it was less than 0.5, you'd have some overlap between the PX and NX sides of the mapping. Now for the 'clever' part...

If you hold the [SHIFT]* key down, the plugin will try to do a better job of stitching the seam in the center, regardless of the position of the current/existing mapping. To do this, the plugin can't magically know 'how' you uv mapped your mesh, so it has to make some assumptions about what you're trying to do, in order to set up an appropriate flipping-axis...

  • it assumes you have some Center Polys selected (polygons that contain vertices which are at the center of your mesh - have an X value of 0.0). If there are no Center Polys selected, it just uses 0.5 as the flipping-axis.
  • it assumes that you want the 'center' of the resulting uv mapping stitched up (or at least as close as possible, without overlaps).
  • it scans the list of selected polygons, looking for Center Polys and keeps track of the left-most U position (MinU) used by a Center PX Poly, as well as the right-most position (MaxU) used by a Center NX Poly.
  • it then makes 2 more passes through the selected polygon list...
  • "1st pass" for flipping from PX->NX, it uses MinU as the flipping-axis
  • "2nd pass" for flipping from NX->PX, it uses MaxU as the flipping-axis

...note that in our example, we have the PX side (right side of the screen) of the mapping, and the left-most U position (MinU) of that mapping correlates to the center of the nose. So we see that this situation will get handled by the "1st pass" above. If we had deleted the other side of the polygons, then the right-most U position (MaxU) would correlate to the center of the nose and that situation would be handled by the "2nd pass".

I realize that all of this may be confusing and more than you care to know, so the short explanation is: Just try it :). If it doesn't do what you expect, then use the command without the [SHIFT] key and move/stitch things up manually.

The longer explanation is: if you understand the gory details above, it might help explain 'why' it doesn't work as you expect it to in some situation or another (your mapping might be flipped backwards, you might have selected the wrong side of the mesh or you might have some Center Poly in some odd place on the map selected that's throwing things off, etc.).

The one thing to keep in mind about this mode is: If your selection contains any Center Polys (any polygon that contains a mesh vertex who's X position is 0.0), then the plugin will try to position the mirrored polys as if it was unfolding two halves of a piece of paper.

Ctrl Key Depressed:

At the risk of adding to the confusion... by default, when the command completes, the "Current Selection" hasn't changed. If you hold the [CTRL]* key, the newly-altered polygons will be selected when the command completes.

** TIP:

If you are getting ready to collapse your Symmetry Object to make a whole mesh...

1. before you hit the "Make Editable" button, do a "Select All" on your mesh in polygon mode.
2. hit the "Make Editable" button.
3. your 'half' mesh will still be selected, so.. before you do anything else, create a new polygon selection ("Selection->Set Selection") and name it "left-side" (or "right-side").
4. "Selection->Invert".. now the other (new) half is selected, so make another polygon selection and name that one appropriately.

...NOTE: if you do step 3 BEFORE you do step 2, your selection get's updated with the entire mesh after the Make Editable - you don't want that.

Now you have easy access to select one side of your mesh or the other for future "UV Symmetry" operations.

** NOTE: As mentioned in the UV Tile commands documentation, I realized that I was using the [SHIFT]/[CTRL] keys inconsistently on some of the commands... the new/current/future paradigm I'm trying to follow is "[SHIFT] = include xx, [CTRL] = control or modify direction/operation".

Unfortunately, this command (and others) is still using the opposite meaning for those keys... this may change in a future update.

Demo Version: ** Only mirrors from POSITIVE-X to NEGATIVE-X (the other direction is disabled in the demo version) **.

UV Stitcher

[UV Edit - Polygon Mode] [UV Edit - Point Mode]

Works with the currently selected UV Polygons or UV Points.

Stitches shared UV vertices/polygons together. It will only stitch together UV vertices where the actual mesh vertices are shared, so it's ok to select more polygons/points than you need to - Just make sure you don't select too much, or you might join points that you don't intend to (if you unwrap a cylinder to flatten it out and then select the entire mesh and Stich it, you'll end up re-joining the seam).

Related to the above, sometimes you only want to stitch some subset of a polygon's points... you can switch to point mode to do this.

Demo Version: ** Point Mode is disabled in the demo version. **

UV AlignU

[UV Edit - Point Mode]

Works with the currently selected UV Points.

Basically, you select 2 or more UV vertices and "Align U" will make thier U (X) positions the same (average U position of all selected points).

Demo Version: Fully functional.

UV AlignV

[UV Edit - Point Mode]

Works with the currently selected UV Points.

Basically, you select 2 or more UV vertices and "Align V" will make thier V (Y) positions the same (average V position of all selected points).

Demo Version: Fully functional.

Help

[All Modes]

This plugin simply brings up this documentation in your default browser*.

*NOTE: This command is not present in the Mac version (I couldn't get it to work correctly). This html documentation can be found as "UndertowDocs.htm" inside the ..\plugins\Undertow folder.

Demo Version: Fully functional.

Visit Web-site

[All Modes]

This plugin simply brings up my site in your default browser. This is just a handy link to my web site ( http://www.skinprops.com ) so you can check for updates or make purchases.

Demo Version: Fully functional.