Editable Mesh
Hotspot Texturing
54 min
hotspot texturing this feature automatically places each polygon’s uv according to a predefined uv layout using the hotspot layout editor how to use here's a general process to launch the hotspot layout editor 1 right click in the project panel and select umodeler x > hotspot layout hotspot texturing 2 drag and drop the desired modular texture from the project panel onto the mesh hotspot texturing 3 run the surface > hotspot texturing tool hotspot texturing 4 assign the created hotspot layout to the hotspot object hotspot texturing 5\ double click the hotspot object to launch the hotspot layout editor hotspot texturing hotspot texturing 1\ tool bar includes tools such as pan, transform gizmo, uv element selection, cursor, and pivot toggle hotspot editor displays the currently applied hotspot layout defaultmag defaultmag defines the scaling factor that matches the texture size to the 3d world scale note defaultmag = 1 → uv space 1x1 matches world space 1x1 unit defaultmag > 1 → texture appears larger defaultmag < 1 → texture appears smaller and more densely mapped recommended range 1 to 5 too large may blur the texture; too small may result in overly fine mapping 2\ settings area this area allows configuration related to the hotspot layout editor snap type sets the snapping behavior for editing elements info snap snapping is used to precisely position elements using predefined values and properties, it allows for accurate and efficient manipulation such as movement and rotation snaptype none no snapping is applied filllayouts fills the inside of the layout area show selected umodeler texture displays the main texture of the object in the editor if one is assigned temporary texture temporarily registers and displays a texture in the workspace showgrid displays a grid in the editor workspace showaxes shows u and v axes corresponding to the x and y axes showtexture displays the assigned texture enablealphachannel applies the alpha channel of the texture texxnum sets the number of horizontal texture tiling texynum sets the number of vertical texture tiling snaptype uv applies grid snap size to the full uv space gridsnapsize sets the grid spacing used when moving, rotating, or scaling elements filllayouts fills the inside of the layout area show selected umodeler texture displays the main texture of the object in the editor if one is assigned temporary texture temporarily registers and displays a texture in the workspace showgrid displays a grid in the editor workspace showaxes shows u and v axes corresponding to the x and y axes showtexture displays the assigned texture enablealphachannel applies the alpha channel of the texture texxnum sets the number of horizontal texture tiling texynum sets the number of vertical texture tiling snaptype pixel uv vertices snap to the pixels of the applied texture pixelcenter when enabled, vertices snap to the center of each pixel when disabled, they snap to pixel edges filllayouts fills the inside of the layout area show selected umodeler texture displays the main texture of the object in the editor if one is assigned temporary texture temporarily registers and displays a texture in the workspace showgrid displays a grid in the editor workspace showaxes shows u and v axes corresponding to the x and y axes showtexture displays the assigned texture enablealphachannel applies the alpha channel of the texture texxnum sets the number of horizontal texture tiling texynum sets the number of vertical texture tiling 3\ workspace this is the area for editing hotspot layouts , where textures are visible over a grid 4\ layout group area this is the area for editing hotspot layouts , where textures are visible over a grid new layout define a new layout area coord u adjusts the u coordinate coord v adjusts the v coordinate size u sets the width in u size v sets the height in v edit layout modify an existing layout layout name assigns a name to the layout coord u adjusts the u coordinate of the layout coord v adjusts the v coordinate of the layout size u adjusts the width (u size) of the layout size v adjusts the height (v size) of the layout enableaxis enables direction by 3d normal axistype axistype toponly applies normals only upward axistype bottomonly applies normals only downward axistype topbottom applies both upward and downward axistype sideonly applies sideward normals only axistype topside applies upward and sideward normals axistype bottomside applies downward and sideward normals limitangle limits effect based on the face angle of the model enablelength set 3d size to apply if not set, uses defaultmag uv size enable minu sets the minimum range value along the u axis of the coordinates enable maxu sets the maximum range value along the u axis of the coordinates enable minv sets the minimum range value along the v axis of the coordinates enable minu sets the minimum range value along the u axis of the coordinates enablefit automatically fits texture to the designated area type type fit scales the texture to fit the layout type anchor lefttop aligns based on top left righttop aligns based on top right leftbottom aligns based on bottom left rightbottom aligns based on bottom right enableuvdirect sets the projection direction of the uv xminus projects the uvs based on the negative x axis direction of the model (−x, left side) xplus projects the uvs based on the positive x axis direction of the model (+x, right side) uminus applies the texture in the opposite direction (−u) along the u axis of the uv coordinate system (horizontal direction) yplus projects the uvs based on the positive y axis direction of the model (+y, upward) zminus projects the uvs based on the negative z axis direction of the model (−z, back side) zplus projects the uvs based on the positive z axis direction of the model (+z, front side) remove layout delete a designated layout area caution this function requires the object to have no uvs if uvs exist, select all in uv editor and use the cancel tool to remove them before proceeding tip disable preferences > editable mesh > auto unwrap shape to prevent automatic unwrap for newly created objects how to use – defining layouts 1 click the new layout tool in the layout group hotspot texturing 2 specify the area where the texture will be placed based on the mesh scale hotspot texturing 3 complete the layout definition hotspot texturing how to use – hotspot texturing a auto hotspot in build this method procedurally updates texture areas in real time when faces are moved 1 select the mesh and click surface > hotspot > auto hotspot in build hotspot texturing 2 move a face and observe how the texture updates based on the assigned layout hotspot texturing b auto hotspot selected faces manually updates texture areas based on selected faces 1 select the mesh and click surface > hotspot > auto hotspot selected face hotspot texturing 2 move the selected face and see procedural updates based on the layout hotspot texturing caution transforming the mesh may distort the texture you must run auto hotspot selected faces again after each transformation this feature only applies to selected faces c fit selected hotspot faces applies the texture accurately by referencing a predefined layout 1 in the hotspot layout editor , click edit layout , then select a face set the layout name in the tool properties panel (e g , “test02”) hotspot texturing 2 click selected layout and choose your layout hotspot texturing 3 click fit selected hotspot face to apply the texture to the selected face hotspot texturing usage examples settings guide defining layouts hotspot texturing usage a auto hotspot in build auto hotspot selected faces fit selected hotspot faces