How can I assign a UVMap > Box > Fit to multiple objects at the same time. The objects are of different sizes and spacing. But when I select them all it just fits my UVMap over the lot. Is there a way to assign it locally instead of errr “globally”?
Normally I would do it 1 by 1. But too many objects. Just want a “local” buton in UVMap like there is in rotate and move commands.
This adds a UVW Map on top of your currently selected objects and sets it to Box (which by default is fit to the object):for o in selection do (addModifier o (UVWmap()); o.modifiers[1].maptype=4)It’s not exactly what you are asking for (it’s a bit harder than that), but the result should be the same
Hmm ok a bit of a twist. What if I have a bunch of objects of different sizes that have been attached to each other into one object. So 1 object with 200 elements. Detaching each one will take too long. Want to uv map box local to each element. How?
If the object is an editable mesh you can do it using “explode”: Select the object and, under “Edit Geometry”, set 180.0 to the explode angle amount, to “Object” and explode. Then you can apply the mapping and re-attach if needed.
how can I split an object that has mutlisubobject materials, into seperate objects, each material as a seperate object? Is there a quick way like with the explode 180 thing?
Is there a script available that will go through an entire scene, and split objects with mutlimaterial ID’s into seperate objects?
nevermind, once I split them, the materials assigned are still mutlisubobject!