While Blender is an excellent tool, uv-mapping is still a bit
underdeveloped. The "archimap" unwrapper does almost a good job.
If only it wouldn't map each selected object separately on the
whole texture image area. And uv_export would be a big help,
if it didn't create one *.tga file with the mesh outline per
selected object.

I've finally hacked both scripts to actually be useful.  :-)

HOWTO:
1. for each object that should be mapped on one texture, select
   the it and uv-map it somewhere. It doesn't matter where,
   this is only to create the internal uv data. (Yeah, that's
   still something that should be fixed.)
2. select all objects together
3. call the archimap script ... this unwraps all objects and
   packs them on a square
4. call the uv_export script ... this draws the outline of all
   mapped faces on a *.tga file
5. load that *.tga file in Blender's uv-editor
6. select each object and assign that image (by choosing it in
   the file name combobox)

Viola.

  http://members.aon.at/mfranz/blend_uv.tar.bz2  [14 kB]

m.


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