Speaking of UV’s… any word on whether we can expect more development in this area for the first maintenance release? UV’s are another area where an interactive target weld tool (preferably built into the tweak tool itself would come in very handy). Vertex joining doesn’t seem to work on UVs and the snap tools don’t either so I can’t even get decent seam closures without resorting to workarounds like scaling down till all selected verts overlap. If anyone has suggestions I’d love to hear em.
I’m also curious as to why I need a separate rotate tool for UV’s when the move and scale tools work seamlessly between 3d and UV views.
Anyone care to go into more depth on UV peeler? It doesn’t make sense to me at all why I would use this tool over say… atlas mapping with predefined polygon parts. There’s very little in the docs on UV stuff in general.
UV support is a major requirement if you want to tout modo as a game development modeler.
Please have a look at how programs like XSI or even Blender deal with UV mapping - these ones set the bar for others to follow.
Edit Forgot to mention that the selection tools don’t work properly with UVs either. It would be great if things like grow/shrink, select connected etc worked within the context of the UV window as opposed to the 3d views only. As an example, double clicking does not work in the UV window for select connected/loop, and using the arrow keys to grow/shrink a uv selection carries on selecting beyond the borders of UV chunks.