SUPER UV TOOLS : medium update - v2.66 - I *FINALLY* got around to fixing that uv island determination bug! It didn't occur all that often, but it sure was annoying when it did. :P - This script now works with modo 302. - This script now works on the mac. - There's a new feature to select material groups in the shader tree by search terms. - There's a new feature to select clips in the clip list through search terms SUPER UV TOOLS : Medium update - v2.3: 1) : Now has some material repair directory filters, so you can programmatically re-load or delete images from specific directories. 2) : Rewrote automatic uv map selection code for better guesses 3) : Rewrote user value creation to get around the M3 undo bug that was leaving them all void. 4) : New "selectImage" command to select the image on the polygon that's under the mouse so you can see it in the uv view. 5) : Now when you right click on a clip and choose APPLY, it will save that material to the "grabbed material" user value for easy reuse. 6) : Finally put back the texture move grid buttons back into the UI. They were still accessible by hotkey so that's why I forgot about them. 7) : When you load+apply a new material now, you can specify the only file types you want visible in the file browser window. 8) : Added a "repair selected" command so you can repair only the materials on the selected polys. (SUPER UV TOOLS MAJOR UPDATE - v2.0) Ok, holy cow this script got a lot of changes. Tons of bugfixes and a few new features. (NEW SUPER UV TOOLS FEATURES) 1 : GRAB/APPLY MATERIAL : Hold your mouse over a poly and it'll apply that material to your selected polys. Super handy!! 2 : DELETE UNUSED MATERIALS : It deletes all the materials in the scene that aren't assigned to any polys. (using poly masks, that is) 3 : UNROTATE : Unrotate your selected uvs. There's two tools here. One that pays attention to texture size and one that doesn't. 4 : UNRANDOMIZE : It moves all your uvs in whole units to the uv origin, so your uvs won't be any different but they won't be far away either. 5 : BATCH PEELER : It will run PEELER on all the edge rows that are selected. Super handy because it takes forever to do it manually. 6 : QUANTIZE : This will quantize your uvs. Damn handy to "snap" a texture to your grid. (ie, (0.445,0.23132) will snap to (0.5,0.25) ) 7 : CENTER UVS : This is to line up your uvs to any important sides, centers, or corners of the uv grid. (SUPER UV TOOLS BUG FIXES) 1 : The biggest fix is that my subroutine to determine uv groups would fail on cylinder objects because the uvs wrap around. ((!BIG FIX!)) 2 : The CLIP window's APPLY button is now fixed. (most people didn't know it existed though because they'd have to add it manually) 3 : I put in more '(' ')' fixes to get around the fact that modo inserts them into the material names, but they're not physically there. grrr. 4 : I had a lowercase bug that I fixed. 5 : On my superUVTools card, the flip UVs buttons didn't do anything and that's now fixed. 6 : I had a bug with uvFit that wouldn't work properly with the "center" anchor. 7 : With UV fit, I forgot to force modo to put you in the uv window, so if you were currently in the 3d view, it'd actually scale your mesh! oops! 8 : I fixed a Modo2 bug where planarAuto projection wasn't working properly anymore. 9 : UV projection along the Y axis is now flipped, because modo's Z axis is inverted and would thus give you upside down text. 10 : "Fit UVs and Keep Aspect Ratio" now works properly with the "center" anchor. 11 : Modo would crash if you would run "Load New Material" on a material that already existed.