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 >> >>

