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About DiGiaComTech
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Any progress on this ... I have to do allot of UV editing and this addition would really help!
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Ok ... I've recovered a few others by changing the mesh to something else and the back to the original. I did not have my meshes parented that I could find. I would guess that, mesh geometry errors aside, your back end code is recalculating things for us whenever the mesh object is changed out manually.
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Can you explain exactly what you mean by 'un-parrenting'?
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NO... If I grab a bit of geometry (vertex, edge, or face) and move it the mesh render updates accordingly ... but it DOES NOT snap everything back into place. The rendered mesh remains in it's offset position.
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Perfecto!
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Currently the UV Editor zoom is always to the center of the scene. Please update this form so it zooms to the current MOUSE position. Perhaps, add Control Keys to the zoom feature (e.g. Ctrl zooms to selected object, Alt zooms to Mouse, nothing zooms to center).
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After upgrading to the latest version I am having some issues where the rendered mesh is offset from the actual editable mesh object (see image below, left object is OK, right is BAD). Note that I'm not sure in what version this issue appeared. After messing about for some time I fund that I was able to correct this issue for this object by using 'Center Pivot' and 'Freeze Transform'. However, this issue is now occurring on other newly created objects and the 'Freeze Transform' trick is not working. Note that when this happens, I cannot edit the mesh via vertices, edges, or surfaces (blue wire frame in image provided) unless it happens to intersect with the offset rendered mesh object. >>> Speculation >>> I would suspect that the coordinates for the editable wire frame and the rendered mesh are getting out of sync somewhere and that my previous use of 'Freeze Transform' was just a lucky shot in the dark. OffsetMesh.unitypackage