You need to change the Sync Method to components, inside your text.editor 
preferences.

Martin
Sent from my iPhone

> On 2013/12/22, at 0:48, Tim Leydecker <[email protected]> wrote:
> 
> Hi Ronald,
> 
> thanks,yes.That works but I seem to be unable to convert a selection
> made in the Texture Editor to the corresponding Polys, Vertices or Edges?
> 
> Example, I select a few points in the Texture Editor but in the viewports,
> the corresponding UVs are displayed as selected and I can´t find a way to
> convert that active selection as displayed in the viewport to the actual
> selection made in the Texture Editor.
> 
> It´s not a big deal but it would be nice to have to be able to select any
> subobject type in the Texture Editor and have the proper subobject type
> selected in the viewportsand be able to convert between selections as in
> the viewport menue options but including the UV/bisectors component type.
> 
> In Maya, you can do that and it sometimes speeds up things when creating
> selections or manipulating UV shells or checking streching and such.
> 
> Also, in XSI I find it more difficult to determine if two UVs really align,
> where in Maya, I can see in the HUD if it´s one or two and merge them to make
> sure or even simply check border edges to be displayed as thicker than edges
> inside a shell.
> 
> Cheers,
> 
> 
> tim
> 
> 
> 
>> On 21.12.2013 13:58, Toonafish wrote:
>> I'm not sure if I understood your problem correctly. But if you select an 
>> object in Softimage  and go into any component mode ( polygon, points, edges 
>> ) and select some vertices in
>> the Texture editor, the corresponding components will be selected in your 
>> viewport. At least, that's what happens at this end.
>> 
>> -Ronald
>> 
>>> On 12/21/2013 13:30, Tim Leydecker wrote:
>>> In Softimage, is it possible to have a selection of UVs
>>> converted to the corresponding Polygons via the Texture Editor?
>>> 
>>> Something like a right click "convert selection to points/edges/etc"?
>>> 
>>> I don´t mean an Island selection but just a few UVs.
>>> 
>>> In Maya you can do that, as UVs are treated as just another subobject mode
>>> (select shell/island is an extra right click>menu step compared to 
>>> Softimage,thought).
>>> 
>>> In terms of general doom and gloom mode:
>>> 
>>> I´m currently unfolding props/assets and I need to jump in 3Dcoat to do 
>>> nice ABF/LSM
>>> unwraps with proportionally evenly distributed texture space/face, then go 
>>> back to
>>> Softimage to find my current combo of "experimental" 3D coat build and 
>>> Softimage
>>> gives me a bug and each UV´d face is coming in/out as it´s own shell when 
>>> using
>>> the *.obj format, so I just pipe Maya inbetween and merge all those back 
>>> together
>>> with a very low threshold in Maya, getting back the shells as layouted in 
>>> 3Dcoat,
>>> shuffle things a bit around using Unfold/Relax in Maya then export to 
>>> Softimage,
>>> which just says thanks, if that´s what you like and let´s me copy and paste 
>>> the
>>> result back to my intial geometry.
>>> 
>>> If all three(Max, Maya, Softimage) where one, I´d be fucked...
>>> 
>>> tim
>> 
>> 

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