Selection tools are available in the Select Menu in the header, and the shortcuts listed below:
Selects all UV components along the shortest path from the active component to the one which was selected.
- Face Stepping
Supports diagonal paths for vertices and faces, and selects edge rings with edges.
- Topological Distance
Only takes into account the number of edges of the path and not the length of the edges to calculate the distances.
- Fill Region Shift-Ctrl-LMB
Selects all elements in the shortest paths from the active selection to the clicked area.
- Checker Deselect Options
Allows to quickly select alternate elements in a path.
The number of deselected elements in the repetitive sequence.
The number of selected elements in the repetitive sequence.
Offset from the starting point.
Mesh edit Select Shortest Path.
Select Edge Loops¶
Alt-LMB, or Shift-Alt-LMB for modifying existing selection.
Holding Alt while selecting a UV component selects a loop of edges that are connected in a line end-to-end, passing through the edge under the mouse pointer. Holding Shift-Alt while clicking adds to the current selection.
Mesh edit Select Edge Loops.
- Sync Selection
Turning on the Sync Selection button causes selection of components in the 3D Viewport to sync with their corresponding elements in the UV editor. If off only the selected faces are displayed in the UV editor. These two modes have very different results when transforming components in the UV editor.
Select Modes dependent on the Sync Selection.
Sync Selection Off¶
Select individual vertices.
Select contiguous groups of faces.
- Sticky Selection Mode
This selector lets you enable automatic additional selection.
- Shared Vertex
Selects UVs that share a mesh vertex, even if they are in different UV locations.
- Shared Location
Selects UVs that are in the same UV location and share a mesh vertex.
Disables Sticky Selection. When you move a UV in this mode, each face owns its own UVs, allowing them to be separated.
Sync Selection On¶
When selecting UVs or Edges, it behaves like Shared Vertex mode above. When selecting Faces, it behaves as in Disabled Stick Selection above.