View Full Version : unwrap uvw reorders mesh components?

11 November 2005, 09:29 PM
Using the unwrap uvw modifier, I am getting some strange effects.

The modifier allows sub object selections of components, but the numbering of these components seems to be in a different order than the numbering of the components on the underlying mesh

For instance:

uvwmod = $.modifiers[1]
edges = uvwmod.getSelectedGeomEdges()
deleteModifier $ 1
$.selectedEdges = edges

this does not yield the same selection, but a messed up version of the original selection

Collapsing the stack does not change the ordering of the underlying mesh, however

Is there any way to figure out what the actual underlying indices are from within the modifier?

11 November 2005, 10:11 PM
I know that this sub object mode is showing texture sub-objects instead of mesh sub-objects, but when dealing with edges or faces I think these are the same. basically, the question is after selecting an edge in the edge sub object mode of the unwrap modifier, how can I get the mesh index of that edge?

11 November 2005, 10:25 PM
It is not a direct answer to your question but:
An another experience about the unwrap is that what occurs inside the modifier is not true outside this mod.
For example if you have unused mapvertices at the unwrap level, these mapVerts don't exist outside this mod (i use mapChannelInfo).
So if I have 50 mapverts+10 dead mapverts inside the unwrap, the mapChannelInfo say "0" dead mapVerts, 50 mapVerts. Yeah

EDIT: and inside the mod, the number of mapverts is 60
It is the wonderful world of mapVertices ;)

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11 November 2005, 10:25 PM
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