Graphics Programs Reference
In-Depth Information
At the bottom of the Edit UVWs window you'll notice another
row of options. At the left are the Translation boxes.
These represent the U, V, and W positions. They are just
like the X, Y, and Z positions in your 3D viewport. You can use
these to type in exact positions for your UVWs if necessary.
Figure 17-17: The Translation type-in boxes
at the bottom of the Edit UVWs window
To the right of the Translation type-in boxes are the Lock
Selected Vertices and Filter Selected Faces buttons.
Figure 17-18: The Lock Selected Verti-
ces and Filter Selected Faces buttons
The Lock Selected Vertices button will do just that. You may
not select any more vertices or deselect any vertices. You
may only move, rotate, or scale the ones selected before you
locked your selection.
Next we have the Filter Selected Faces button. This can
be useful if you have a very complex object with lots of
sub-objects and you don't want to view the entire model. This
will quickly hide the selected faces and allow you to see only
what you need to. After selecting the faces you want to view,
you can go into Vertex or Edge mode, and it will keep your
faces unhidden so you can work on just what you had selected.
To the right are the navigation tools, which are pretty
self-explanatory because they work exactly as they do in the
regular viewports. I recommend just using the mouse for all
your navigation anyway; you can use the mouse wheel to
move and zoom much faster.
At the bottom of the Edit UVWs window are a number of
additional options. Most of these are pretty self-explanatory
since we've been using them a little while modeling. At the
left, you have Soft Selection options that work much the same
as the Soft Selection options when editing polygon objects.
 
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