ShapeShifter 3D SHAPESHIFTER 3D HELP: EDITING TEXTURE COORDINATES  
 

Each vertex in a ShapeShifter 3D group can be assigned a set of texture coordinates. These are also known as UV coordinates, and determine the position of the vertex in a texture map applied to the geometry. Texture coordinates usually fall in the range of 0 to 1, and this is translated to a relative position of the vertex in the texture. For example: a vertex with UV coordinates (0,0) will correspond to the top left corner of a texture map, while a vertex with coordinates (0.5 , 0.5) will fall in the middle of the map.

To edit texture coordinates a material needs to be created and assigned to a group. The ShowMe movie "Texturing a dice", available at the TUTORIALS AND SAMPLES area of the ShapeShifter 3D website shows the process in detail, you may want to consult it while you read this section.

With a group selected click the "TEXTURE COORDINATE EDITOR" button in the GROUPS Tab. The texture coordinate window will appear and the texture will be displayed with any current mapping coordinates for the selected vertices and faces. In ShapeShifter 3D you can interactively edit texture coordinates and the results can be viewed in real-time in the 3D perspective window. Select the faces you want to edit in the FRONT viewport. You can also change the current viewport projection by clicking in the little arrow to the left of the viewport name if you want to select faces using a different viewport. When you select a face that belongs to the group being edited in the Texture coordinate window, the face will be drawn over the texture in its current coordinates. You can select individual vertices to be adjusted using the Texture Coordinate SELECT tool. Vertices can be moved, rotated or scaled using the appropriate Texture Coordinate editing tools.

ShapeShifter 3D can also project selected faces into the texture to make it easier to adjust coordinates at beginning, using the REMAP function. To use this function select a number of faces in the FRONT viewport. Now click the REMAP Tab in the Texture Coordinate Editor window. Click and drag to mark a rectangular area covering a portion of your texture: the selected faces will be remapped to this area. Click CONTINUE. Now select a projection to be used by the remap function: generally you want to use the same projection used for the selection. Click REMAP and the selected faces will be projected into the remap rectangle. This is a quick way to set initial texture coordinates for complicated models, and you can fine tune the position of the vertices using the other Texture Coordinate Editor tools after this is done. Again, consult the ShowMe movie "Texturing a dice" for a visual explanation of Texture coordinate editing in ShapeShifter 3D.