Hmmm, from image it seems like you don’t have an active island. Usually active island are rendered with a “dot” fill pattern. Select the island with the island selection tool, then move the island to the target, and shift-select the target island, this way the last selection you made become the active one, just like all the other object on the scene. This is not a bug but a unmanaged error…
before any other updates, i would like to know if you prefer the rombout version with buttons name labels more short, so next time i’ll use this version of the ui. Thanks!
Thank you - although when I shift-click the second island, it is not marked active, only selected. I have to switch to face select mode, select a face on the second island, and then switch back to island selection mode to move the two islands together before hitting “Match Island”. Not sure whether this is the way the UV editor is supposed to work.
@dmo9000 unfortunately i think yes, it’s a blender uv editor behavior
@rombout did you try to mirror uv island that don’t rotate at first shot? It’s a know bug: if uv island is mirrored on y axis it doesn’t rotate properly.
Hy @rebellion!
Thank you for your fantasic tool!
…only one thing: you give the Information about the button functions twice.
i thing for a smaller toolshelf it would be enough to have the function as maintitle and in the button the exactly synonym for the execution.
PS does any one know how i can check the scale or dimensions of a uv island. So i want to know how much its scaled in the uv editor and be able to edit this
Is it possible to make the scale islands work that if one selects some islands and than a last island to scale the first selected to the scale of the last selected without distorting them. Know the eq scale distorts the islands but i want to remain their proportions
Actually what i do is simply multiply each uv vert, for the scale difference between the selected and the active one, and yeah it seems to distort island. I need to find a best way to do this…
Edit: Scaling is performed to selected island, so they have same size (in both direction) of the target island. This obviously cause distortion in some of them… Maybe I should add an option to keep proportion, but which axis choose the largest or the smallest one??
ai that’s a good question about the scale direction. Perhaps the option for either x or y, if it’s possible. So users can choose the biggest or smaller direction. But if their scaled identical in both directions perhaps people can use than x & y for scale. Hope you understand me
New update: improved ui(less text on UI button), now Equalize scale has the options to keep proportions of scaled uv and you can even choose the axis to lock!
As always if you have any improvement let me know!
The script is no more compatible with version prior to 2.73… Api are changed and require a call to a function that in prior version doesn’t exisist. You must update tp blender 2.73, sorry…