Implicit projections will work in that regard, and so will the "Swim uv" function (which works with implicit texture projections). However, if your textures are explicit uv, you'll need a custom tool to manage that as explicit uv's are arbitrarily aligned to the geometry and need more intelligence to recompute the scaling in a given scenario. Some applications call this "preserve uvs", but goes by any number of names.
Matt Message: 5 Date: Fri, 21 Aug 2015 19:57:56 +0200 From: Nicolas Esposito <3dv...@gmail.com> Subject: Auto-Update UVs if geometry is modified? ( Maya/Softimage ) To: softimage@listproc.autodesk.com Message-ID: Hi guys, I'm creating some modular walls in order to work with UE4, this means that I'm creating two UV channels, one for the diffuse and the other one for the lightmapping. I've created the first wall but I would like see if there is a way to auto update the UV information when the geometry changes...this means that, if I have a wall which is 80cm wide, if I stretch to be 200cm wide the UV automatically updates without me stretching/scaling them into the UV editor. Since the geometry is very simple ( 6 sided rectangle ) I could just modify the UV for all the modular pieces ( 20-30 parts I think ) but if there is a way to quickly update the UVs it would be great ( Maya possibly, but also Soft would be great ). Cheers Nicolas -------------- next part -------------- An HTML attachment was scrubbed... URL: http://listproc.autodesk.com/pipermail/softimage/attachments/20150821/cc33dd86/attachment.html ------------------------------ _______________________________________________ Softimage mailing list Softimage@listproc.autodesk.com http://listproc.autodesk.com/mailman/listinfo/softimage End of Softimage Digest, Vol 81, Issue 70 *****************************************