mirror of
https://github.com/drewcassidy/TexTools-Blender
synced 2024-09-01 14:54:44 +00:00
commit
352fd8a483
@ -1,6 +1,6 @@
|
||||
# TexTools for Blender #
|
||||
|
||||
TexTools is a Free addon for Blender 3D with a set of professional UV and Texture toolsBack in 2009 I released the [Original TexTools](http://renderhjs.net/textools/) for 3dsMax. Current features include: Easy Texture Baking, UV Align and Selection tools and Texel Density tools.
|
||||
TexTools is a Free addon for Blender 3D with a set of professional UV and Texture tools. Back in 2009 I released the [Original TexTools](http://renderhjs.net/textools/) for 3dsMax. Current features include: Easy Texture Baking, UV Align and Selection tools and Texel Density tools.
|
||||
|
||||
## Download & Documentation ##
|
||||
Visit the [Official Website & Documentation](http://renderhjs.net/textools/blender/) for in depth overview of all the tools. Alternatively visit this [release log](http://renderhjs.net/textools/blender/log.html)
|
||||
|
@ -126,9 +126,14 @@ def align_island(uv_vert0, uv_vert1, faces):
|
||||
loop[uv_layers].select = True
|
||||
|
||||
diff = uv_vert1 - uv_vert0
|
||||
current_angle = math.atan2(diff.y, diff.x)
|
||||
current_angle = math.atan2(diff.x, diff.y)
|
||||
angle_to_rotate = round(current_angle / (math.pi/2)) * (math.pi/2) - current_angle
|
||||
|
||||
# For some reason bpy.ops.transform.rotate rotates in the opposite
|
||||
# direction in Blender 2.83 than in other versions.
|
||||
if float(bpy.app.version_string[0:4]) == 2.83:
|
||||
angle_to_rotate = -angle_to_rotate
|
||||
|
||||
bpy.ops.uv.select_linked()
|
||||
|
||||
bpy.context.tool_settings.transform_pivot_point = 'CURSOR'
|
||||
|
@ -10,7 +10,7 @@ from . import utilities_ui
|
||||
|
||||
class op(bpy.types.Operator):
|
||||
bl_idname = "uv.textools_select_islands_outline"
|
||||
bl_label = "Select Overlap"
|
||||
bl_label = "Select Island outline"
|
||||
bl_description = "Select island edge bounds"
|
||||
bl_options = {'REGISTER', 'UNDO'}
|
||||
|
||||
@ -24,7 +24,11 @@ class op(bpy.types.Operator):
|
||||
|
||||
#Requires UV map
|
||||
if not bpy.context.object.data.uv_layers:
|
||||
return False
|
||||
return False
|
||||
|
||||
# #requires UV_sync
|
||||
# if not bpy.context.scene.tool_settings.use_uv_select_sync:
|
||||
# return False
|
||||
|
||||
return True
|
||||
|
||||
@ -40,12 +44,23 @@ def select_outline(context):
|
||||
if bpy.context.active_object.mode != 'EDIT':
|
||||
bpy.ops.object.mode_set(mode='EDIT')
|
||||
|
||||
|
||||
bpy.context.scene.tool_settings.use_uv_select_sync = False
|
||||
|
||||
bm = bmesh.from_edit_mesh(bpy.context.active_object.data);
|
||||
uv_layers = bm.loops.layers.uv.verify();
|
||||
|
||||
pre_sync = bpy.context.scene.tool_settings.use_uv_select_sync
|
||||
if bpy.context.scene.tool_settings.use_uv_select_sync:
|
||||
bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE')
|
||||
bpy.ops.uv.select_linked()
|
||||
bpy.context.scene.tool_settings.use_uv_select_sync = False
|
||||
bpy.ops.uv.select_all(action='SELECT')
|
||||
else:
|
||||
current_edit = tuple(bpy.context.tool_settings.mesh_select_mode)
|
||||
bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE')
|
||||
current_select = [f for f in bm.faces if f.select]
|
||||
|
||||
islands = utilities_uv.getSelectionIslands()
|
||||
faces_islands = [face for island in islands for face in island]
|
||||
edges_islands = [edge for island in islands for face in island for edge in face.edges]
|
||||
bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE')
|
||||
bpy.ops.mesh.select_all(action='DESELECT')
|
||||
|
||||
@ -60,19 +75,40 @@ def select_outline(context):
|
||||
|
||||
# Create seams from islands
|
||||
bpy.ops.uv.seams_from_islands(contextViewUV)
|
||||
edges_islands = [edge for edge in bm.edges if edge.seam]
|
||||
edges_seams_from_islands = [edge for edge in bm.edges if edge.seam]
|
||||
|
||||
# Clear seams
|
||||
for edge in edges_islands:
|
||||
for edge in edges_seams_from_islands:
|
||||
edge.seam = False
|
||||
|
||||
# Select island edges
|
||||
bpy.ops.mesh.select_all(action='DESELECT')
|
||||
for edge in edges_islands:
|
||||
edge.select = True
|
||||
if pre_sync:
|
||||
# Select seams from islands edges and edge boundaries
|
||||
for edge in edges_islands:
|
||||
if edge.is_boundary or edge in edges_seams_from_islands:
|
||||
edge.select = True
|
||||
else:
|
||||
for face in current_select:
|
||||
face.select = True
|
||||
bpy.context.tool_settings.mesh_select_mode = current_edit
|
||||
bpy.ops.uv.select_all(action='DESELECT')
|
||||
edges = []
|
||||
for edge in edges_islands:
|
||||
if edge.is_boundary or edge in edges_seams_from_islands:
|
||||
edges.extend([e for e in edge.verts[0].link_loops])
|
||||
edges.extend([e for e in edge.verts[1].link_loops])
|
||||
#edges.append(edge)
|
||||
|
||||
bpy.context.scene.tool_settings.uv_select_mode = 'EDGE'
|
||||
for face in faces_islands:
|
||||
for loop in face.loops:
|
||||
if loop in edges:
|
||||
loop[uv_layers].select = True
|
||||
|
||||
|
||||
# Restore seam selection
|
||||
for edge in edges_seam:
|
||||
edge.seam = True
|
||||
|
||||
bpy.context.scene.tool_settings.use_uv_select_sync = pre_sync
|
||||
|
||||
bpy.utils.register_class(op)
|
Loading…
Reference in New Issue
Block a user