mirror of
https://github.com/drewcassidy/TexTools-Blender
synced 2024-09-01 14:54:44 +00:00
commit
352fd8a483
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# TexTools for Blender #
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# TexTools for Blender #
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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.
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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.
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## Download & Documentation ##
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## Download & Documentation ##
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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)
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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)
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@ -126,9 +126,14 @@ def align_island(uv_vert0, uv_vert1, faces):
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loop[uv_layers].select = True
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loop[uv_layers].select = True
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diff = uv_vert1 - uv_vert0
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diff = uv_vert1 - uv_vert0
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current_angle = math.atan2(diff.y, diff.x)
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current_angle = math.atan2(diff.x, diff.y)
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angle_to_rotate = round(current_angle / (math.pi/2)) * (math.pi/2) - current_angle
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angle_to_rotate = round(current_angle / (math.pi/2)) * (math.pi/2) - current_angle
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# For some reason bpy.ops.transform.rotate rotates in the opposite
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# direction in Blender 2.83 than in other versions.
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if float(bpy.app.version_string[0:4]) == 2.83:
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angle_to_rotate = -angle_to_rotate
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bpy.ops.uv.select_linked()
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bpy.ops.uv.select_linked()
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bpy.context.tool_settings.transform_pivot_point = 'CURSOR'
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bpy.context.tool_settings.transform_pivot_point = 'CURSOR'
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@ -10,7 +10,7 @@ from . import utilities_ui
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class op(bpy.types.Operator):
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class op(bpy.types.Operator):
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bl_idname = "uv.textools_select_islands_outline"
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bl_idname = "uv.textools_select_islands_outline"
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bl_label = "Select Overlap"
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bl_label = "Select Island outline"
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bl_description = "Select island edge bounds"
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bl_description = "Select island edge bounds"
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bl_options = {'REGISTER', 'UNDO'}
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bl_options = {'REGISTER', 'UNDO'}
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@ -26,6 +26,10 @@ class op(bpy.types.Operator):
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if not bpy.context.object.data.uv_layers:
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if not bpy.context.object.data.uv_layers:
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return False
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return False
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# #requires UV_sync
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# if not bpy.context.scene.tool_settings.use_uv_select_sync:
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# return False
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return True
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return True
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@ -40,12 +44,23 @@ def select_outline(context):
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if bpy.context.active_object.mode != 'EDIT':
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if bpy.context.active_object.mode != 'EDIT':
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.context.scene.tool_settings.use_uv_select_sync = False
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bm = bmesh.from_edit_mesh(bpy.context.active_object.data);
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bm = bmesh.from_edit_mesh(bpy.context.active_object.data);
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uv_layers = bm.loops.layers.uv.verify();
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uv_layers = bm.loops.layers.uv.verify();
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pre_sync = bpy.context.scene.tool_settings.use_uv_select_sync
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if bpy.context.scene.tool_settings.use_uv_select_sync:
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bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE')
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bpy.ops.uv.select_linked()
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bpy.context.scene.tool_settings.use_uv_select_sync = False
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bpy.ops.uv.select_all(action='SELECT')
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else:
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current_edit = tuple(bpy.context.tool_settings.mesh_select_mode)
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bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE')
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current_select = [f for f in bm.faces if f.select]
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islands = utilities_uv.getSelectionIslands()
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faces_islands = [face for island in islands for face in island]
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edges_islands = [edge for island in islands for face in island for edge in face.edges]
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bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE')
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bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE')
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bpy.ops.mesh.select_all(action='DESELECT')
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bpy.ops.mesh.select_all(action='DESELECT')
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@ -60,19 +75,40 @@ def select_outline(context):
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# Create seams from islands
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# Create seams from islands
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bpy.ops.uv.seams_from_islands(contextViewUV)
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bpy.ops.uv.seams_from_islands(contextViewUV)
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edges_islands = [edge for edge in bm.edges if edge.seam]
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edges_seams_from_islands = [edge for edge in bm.edges if edge.seam]
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# Clear seams
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# Clear seams
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for edge in edges_islands:
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for edge in edges_seams_from_islands:
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edge.seam = False
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edge.seam = False
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# Select island edges
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if pre_sync:
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bpy.ops.mesh.select_all(action='DESELECT')
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# Select seams from islands edges and edge boundaries
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for edge in edges_islands:
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for edge in edges_islands:
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edge.select = True
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if edge.is_boundary or edge in edges_seams_from_islands:
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edge.select = True
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else:
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for face in current_select:
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face.select = True
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bpy.context.tool_settings.mesh_select_mode = current_edit
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bpy.ops.uv.select_all(action='DESELECT')
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edges = []
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for edge in edges_islands:
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if edge.is_boundary or edge in edges_seams_from_islands:
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edges.extend([e for e in edge.verts[0].link_loops])
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edges.extend([e for e in edge.verts[1].link_loops])
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#edges.append(edge)
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bpy.context.scene.tool_settings.uv_select_mode = 'EDGE'
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for face in faces_islands:
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for loop in face.loops:
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if loop in edges:
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loop[uv_layers].select = True
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# Restore seam selection
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# Restore seam selection
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for edge in edges_seam:
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for edge in edges_seam:
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edge.seam = True
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edge.seam = True
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bpy.context.scene.tool_settings.use_uv_select_sync = pre_sync
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bpy.utils.register_class(op)
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bpy.utils.register_class(op)
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