Rhino V8 - UV Editor not able to keep the flat meshes

@BrianJ, @Jussi_Aaltonen you may help me.
Can you confirm that is not possible to Copy and Paste the unwrapped meshes shown into the Uv Editor? Am I doing smtg wrong?

In V7 I was able to CNTRL+C the meshes from the editor and CNTL+V them after closing the editor getting the meshes in the exact position and size. This is really helpfull if I want to create a flat drawing that can be used in Illustrator to make vector textures that matches the 3D.
I’ve a couple of client that need to create both unrolled faces and the corresponding textures.

Hello- you can copy or save the current mesh as a bitmap, if that helps.
image

I’ll let Jussi respond about using the actual mesh.

-Pascal

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@skysurfer Use the command ExtractUVMesh to get the meshes if you want them in model space. Note there is a 1 to 1 option in this command too if you want to preserve the area.

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Thanks Pascal but I saw that buttons. I was looking for the command Brian is suggesting

Hello, first of all, I am aware that Rhino8 is very good. However, due to some of my users who have been using Rhino6 for many years and have become accustomed to it, I have to implement ExtractUVMesh 1:1 in Rhino6. I developed it using c # Rhinocommon. Can you guide me on how to achieve 1:1 in Rhino6? Thank you very much.

Hi @RhinoLover ,

I don’t think there is a way to easily get the 1 to 1 UV meshes in Rhino 6. I suppose you could use UnrollSrf or Squish to get a flattened surface and then extract the UV meshes and scale them as close as possible to match. Maybe your users can use the 90 day evaluation of Rhino 8 or upgrade to make this workflow easier.