A feature to unstitch/unweld UVs in a similar fashion to the rip tool in the mesh edit mode.
Once the user has selected the desired UV elements, he or she can press the 'u' key to rip them from the rest of the UV mesh.
Differential D1761
unstitch/unweld T37880 Authored by Laurie Harding-Russell (magicmoose) on Feb 4 2016, 5:50 AM.
Details
A feature to unstitch/unweld UVs in a similar fashion to the rip tool in the mesh edit mode. Once the user has selected the desired UV elements, he or she can press the 'u' key to rip them from the rest of the UV mesh.
Diff Detail
Event TimelineComment Actions Thanks for picking this up! Testing this patch, maybe I'm misunderstanding how it works, but I can't get it to do what I expect.
It would help if you had a .blend or screenshots showing how this tool works. Comment Actions Try using the rip tool in mesh edit-mode, this uses the mouse cursor and selected edges to detect which contiguous areas to rip (notice this code isn't using the mouse coordinates). Comment Actions Thanks for all the input! I have already coded most of a new solution using the mouse position. I'm a little a confused about your comment on not using the mouse coordinates. Currently my new solution is working similarly to that mesh rip algorithm in that:
It's a brute force approach and not very elegant. I've included a few pictures below to show you how its working so far (there are still a few stupid bugs). There seem to be a few cases where they differ slightly in how they deal with a rip (eg. vertices in a cross shape will rip differently). I also let mine deal with multiple rips. Is this the kind of solution you want? Comment Actions Also, I don't know if I understand how the rip should be done in "keep UV and edit mode mesh selection in sync." Sorry, i'm a noobie. As far as I can tell, the mode requires the UV vertices to remain in sync with the mesh vertices; however, to rip the uv vertices one would have to deselect some of them. I would assume this isn't allows? I guess I could separate the ripped vertices from the rest? Comment Actions @Laurie Harding-Russell (magicmoose), this is much closer, however a little more calculation is needed to extend the split edges, see: http://archive.blender.org/development/release-logs/blender-240/mesh-ripping/index.html Comment Actions I've just been looking into this patch (years later I realize), and finding it doesn't work in situations it really should. Requesting changes, although it may be that this needs a different approach. I would try making this work by finding contiguous edge-selections in the UV's, then choosing a side to rip. This choice seems to be made in such a way that it makes mistakes quite often, however this should be reliable, as it is in mesh edit-mode. |