Magic UV
Activation
Open Blender and go to Preferences then the Add-ons tab.
Click UV then Magic UV to enable the script.
Interface
Located in the
and .Instructions
Copy/Paste UV
3D Viewport (Edit)
Reference
- Editor
3D Viewport
- Mode
Edit
- Menu
- Panel
Copy and paste UV coordinates among same/different object’s faces in 3D View. Copy/Paste UV sometimes fails to paste UV correctly because of the incorrect UV index. Instead, you can try Transfer UV which you can copy and paste based on the topology.
- Target UV Map
- Default
Copy/paste UV maps currently displayed.
- All
Copy/Paste all UV maps.
- New
Allocate new UV map and paste to it.
- Copy/Paste Mode
- Selection Sequence
provides a way to specify the ordering of copied/pasted faces by face selection.
- Seams
If enabled, you can also copy/paste seams.
- Strategy
Provides a way to decide copy/paste UV repeatedly if a number of copied faces is differs from pasted faces.
Tip
You can flip or rotate UV by changing Flip Copied UV property or Rotate Copied UV property.
Usage
Click check box Copy/Paste UV to show Copy/Paste UV menu.
Select faces whose UV you want to copy.
Click
.Select faces whoe UV you want to paste.
Click
.
3D Viewport (Object)
Reference
- Editor
3D Viewport
- Mode
Object
- Menu
- Panel
Copy and paste UV coordinates among same topology objects.
- Copy/Target UV Map
- [Default]
Copy/paste UV maps currently displayed.
- [All]
Copy/Paste all UV maps.
- [New]
Allocate new UV map and paste to it.
- Seams
If enabled, you can also copy/paste seams.
Usage
Select object whose UV you want to copy.
Click
.Select objects whose UV you want to paste.
Click
.
Tip
You can paste UV to the multiple objects.
UV Editor
Reference
- Editor
UV Editor
- Menu
- Panel
Copy and paste UV coordinates among same/different object’s faces in UV Editor.
Usage
Select UVs you want to copy.
Click Copy.
Select UVs you want to paste.
Click Paste.
Note
You must select UVs which consist closed loop (i.e. face).
Transfer UV
Reference
- Editor
3D Viewport
- Mode
Edit
- Menu
- Panel
Copy and paste UV coordinates based on the mesh’s topology. Transfer UV can solve the Copy/Paste UV issue raised when the meshes don’t have same UV indices. However, Transfer UV also can not solve the issue raised when you try the meshes which don’t have same topology.
- Invert Normals
If enabled, you can copy/paste to the mirrored mesh.
- Seams
If enabled, you can also copy/paste seams.
Usage
Click check box Transfer UV to show Transfer UV menu.
Select 2 adjacent faces of the mesh whose UV you want to copy.
Click Copy.
Select 2 adjacent faces of the mesh whose UV you want to paste.
Click Paste.
Note
Copied/Pasted mesh must have the same number of faces.
Transfer UV ignore the hidden faces.
You can paste UV to the multiple meshes.
Flip/Rotate UV
Reference
- Editor
3D Viewport
- Mode
Edit
- Menu
- Panel
Flip or rotate UV.
- Seams
If enabled, you can also flip/rotate seams.
Usage
Click check box Flip/Rotate UV to show Flip/Rotate UV menu.
Select faces whose UV you want to flip or rotate.
Click Flip/Rotate.
Change value Flip UV or Rotate UV.
Mirror UV
Reference
- Editor
3D Viewport
- Mode
Edit
- Menu
- Panel
Make mirrored UV.
- Error
Changes the error threshold for mirror.
- Origin
Specifies the origin of the mirror operation.
Usage
Click check box Mirror UV to show Mirror UV menu.
Select faces you want to refer.
Choose the axis of the mirror direction.
Click Mirror.
Move UV
Reference
- Editor
3D Viewport
- Mode
Edit
- Menu
- Panel
Move UV with a mouse in the 3D Viewport.
Usage
Click check box Move UV to show Move UV menu.
Select vertices/edges/faces whose UV you want to move.
Click Start.
Press Mouse Left Button to start moving UV.
You can move UV with mouse.
Press Mouse Left Button to stop moving UV.
If you want to cancel moving UV, press RMB.
World Scale UV
Reference
- Editor
3D Viewport
- Mode
Edit
- Menu
- Panel
Measure and set texel density.
- Texture
Texture to be used for the size calculation of density.
- [Average]
Average size of textures assigned to the selected object.
- [Max]
Max size of textures assigned to the selected object.
- [Min]
Min size of textures assigned to the selected object.
- (Texture Name)
Size of selected texture.
- Origin
Changes the UV origin after applying texel density.
- Area Calculation Method
Method to calculate mesh area, UV area and density.
- Only Selected
If enabled, measure/apply only to the selected faces.
Mode: Manual
Usage
Click check box World Scale UV to show World Scale UV menu.
Select mode Manual.
Change value Texture Size referred as virtual texture size.
Change value Density referred as target texel density.
Select face you want to apply texel density.
Click Apply.
Mode: Same Density
Usage
Click check box World Scale UV to show World Scale UV menu.
Select mode Same Density.
Select face you want to measure a texel density.
Click Measure.
You can see the target texel density.
Select face you want to apply texel density.
Click Apply.
Mode: Scaling Density
Usage
Click check box World Scale UV to show World Scale UV menu.
Select mode Scaling Density.
Select face you want to measure a texel density.
Click Measure.
You can see the measured texel density.
Change value Scaling Factor for the scale factor of the texel density.
Select face you want to apply texel density.
Click Apply.
Mode: Proportional to Mesh
Usage
Click check box World Scale UV to show World Scale UV menu.
Select mode Proportional to Mesh.
Select face you want to measure a texel density.
Click Measure.
You can see the measured mesh area, UV area and density.
Select face you want to apply texel density.
Click Apply.
Preserve UV Aspect
Reference
- Editor
3D Viewport
- Menu
- Panel
Change assigned texture with preserving UV aspect.
- Origin
Changes the UV origin after changing texture.
Usage
Click check box Preserve UV Aspect to show Preserve UV Aspect menu.
Select face you want to change texture.
Select texture you want to assign.
Click Change Image.
Texture Lock
Reference
- Editor
3D Viewport
- Mode
Edit
- Menu
- Panel
Preserve UV while you edit the mesh.
Normal Mode
- Connect
If enabled, you can keep UV connection by changing other face’s UV.
Usage
Click check box Texture Lock to show Texture Lock menu.
Select vertices/edges/faces which you want to preserve UV.
Click Lock.
Transform vertices/edges/faces as you like.
Click Unlock, you can return to the UV before locking.
Interactive Mode
Usage
Click check box Texture Lock to show Texture Lock menu.
Select vertices/edges/faces which you want to preserve UV.
Click Lock.
Transform vertices/edges/faces while preserving UV.
Click Unlock.
Texture Wrap
Reference
- Editor
3D Viewport
- Mode
Edit
- Menu
- Panel
Set texture coordinate along to the mesh structure.
- Set and Refer
If enabled, you don’t need to click Refer after Set as long as you refer same face.
- Selection Sequence
If enabled, you can select multiple faces and apply Set at once. The application order follows the selection sequence.
Usage
Click check box Texture Wrap to show Texture Wrap menu.
Select a face whose UV you want to refer as initial position.
Click Refer.
Select an adjacent face whose UV you want to set.
Click Set.
UV Sculpt
Reference
- Editor
3D Viewport
- Mode
Edit
- Menu
- Panel
UV Sculpt in the 3D Viewport. Same features are supported as the UV sculpt in UV Editor.
- Radius
Provides a way to change the brush radius.
- Strength
Provides a way to change the effectiveness.
- Tools
- Grab
Move UV along to the mouse movement while you press Mouse Left Button.
- Relax
Relax UV while you press Mouse Left Button.
- Method
Provides a way to change the relax method.
- Pinch
Pinch UV while you press Mouse Left Button.
- Invert
If enabled, the direction of pinch will be inverted.
- Show Brush
If enabled, display the brush’s effective range while sculpting.
Usage
Click check box UV Sculpt to show UV Sculpt menu.
Select faces whose UV you want to sculpt.
Click Enable.
Sculpt UV as you like (See detail each tool’s usage).
Click Disable.
Unwrap Constraint
Reference
- Editor
3D Viewport
- Mode
Edit
- Menu
- Panel
Unwrap UV with an axis fixed.
Usage
Click check box Unwrap Constraint to show Unwrap Constraint menu.
Select faces whose UV you want to unwrap.
Enable or disable U-Constraint property and V-constraint property to fix axis while unwrapping.
Click Unwrap.
Texture Projection
Reference
- Editor
3D Viewport
- Mode
Edit
- Menu
- Panel
Project the texture to the mesh while displaying texture image in 3D View.
- Transparency
Provides a way to change transparency of the displayed texture.
- Adjust Window
If enabled, size of the displayed texture is adjusted to the window.
- Scaling, Rotation, Translation
Provide a way to apply the affine transformation to the displayed texture. Available when Adjust Window is disabled.
- Texture Aspect Ratio
If enabled, keep the original aspect of the displayed texture.
- Assign UV Map
If enabled, assign new UV map when no UV is assigned to the mesh.
Usage
Click check box Texture Projection to show Texture Projection menu.
Select faces whose UV you want to apply Texture Projection.
Select a texture to be projected.
Click Enable to display the texture.
Adjust texture size and the mesh location to decide the location of projection.
Click Project to project texture to UV.
Click Disable.
UVW
Reference
- Editor
3D Viewport
- Mode
Edit
- Menu
- Panel
UVW mapping.
- Assign UV Map
If enabled, assign new UV map when no UV is assigned to the mesh.
- Force Axis
Specifies the axis to apply force mapping.
Usage
Click check box UVW to show UVW menu.
Select faces you want to apply UVW mapping.
Click Box if you apply Box mapping, or click Best Planner if you apply Best Planner mapping.
Align UV
Reference
- Editor
UV Editor
- Menu
- Panel
Align
Align UV.
- Circle
Selects all the outermost UVs and aligns them to a round shape.
- Straighten
Selects the endmost UVs and aligns them to a straight line between begin UV and end UV.
- XY-axis
Selects the endmost UVs and aligns them to a straight line along to X or Y axis.
- Align Location
In case of XY-axis alignment, you can change the location (Middle, Right/Bottom, Left/Top) after UV alignment.
- Transmission
Align UVs with vertical direction.
- Select
The aligned UVs will be selected after operation.
- Vertical
Align UVs to vertical direction with using the influence of mesh vertex location.
- Horizontal
Align UVs to horizontal direction with using influence of mesh vertex location.
- Mesh Influence
Provides a way to change the influence of mesh structure.
Usage
Click check box Align UV to show Align UV menu.
Select UVs you want to align (see details below).
Click Circle or Straighten or XY-axis depending on your purpose.
Snap
Snap UV coordinates to the specified location.
- Snap Method
- Point
Snap UV coordinates to the location specified by Target Point.
- Edge
Snap UV coordinates to the location specified by Target Edge.
Snap: Point
- Group
- Vertex
All selected vertices will snap to Target Point.
- Face
Center of all selected faces will snap to Target Point.
- UV Island
Center of all selected islands will snap to Target Point.
Usage
Click check box Align UV to show Align UV menu.
Select snap method Point.
Set Target Point where UV coordinate will snap to.
Set snap Group (See below for details).
Select vertices or faces or UV islands which you want to snap.
Snap: Edge
- Group
- Edge
Selected edge will snap to the center of Target Edge.
- Face
All edges belonging to faces which are included in selected edge will snap to the center of Target Edge.
- UV Island
All edges belonging to UV islands which are included in selected edge will snap to the center of Target Edge.
Usage
Click check box Align UV to show Align UV menu
Select snap method Edge.
Set Target Edge where UV edge will snap to.
Set snap Group (See below for details).
Select edges which you want to snap.
Smooth UV
Reference
- Editor
UV Editor
- Menu
- Panel
Smooth UV.
- Transmission
If enabled, smooth UVs which are located on vertical direction of selected UV.
- Select
If enabled, the smoothed UVs are selected.
- Mesh Influence
Provides a way to change the influence of mesh structure.
Usage
Click check box Smooth UV to show Smooth UV menu.
Select UVs you want to smooth (The endmost UVs must be selected).
Click Smooth.
Select UV
Reference
- Editor
UV Editor
- Menu
- Panel
Select UV under the specific condition.
- Overlapped
Selects all overlapped UVs.
- Flipped
Selects all flipped UVs.
- Same Polygon Threshold
Provides a way to set a threshold for judging the same polygons.
- Selection Method
Specifies how to select the faces.
- Sync Mesh Selection
Select the mesh’s faces as well as UV’s faces.
- Zoom Selected UV
Zoom to the selected UV in 3D Viewport.
Usage
Click check box Select UV to show Select UV menu.
Click Overlapped or Flipped depending on your purpose (see details below).
Pack UV (Extension)
Reference
- Editor
UV Editor
- Menu
- Panel
Apply island packing and integrate islands which have same shape.
- Allowable Center Deviation
Provides a way to specify the center deviation that regards as the same island.
- Allowable Size Deviation
Provides a way to specify the size deviation that regards as the same island.
Usage
Click check box Pack UV (Extension) to show Pack UV (Extension) menu.
Select faces whose UV you want to pack.
Click Pack UV.
Clip UV
Reference
- Editor
UV Editor
- Menu
- Panel
Clip UV coordinate to the specified range.
- Range
Specifies the clipping range.
Usage
Click check box Clip UV to show Clip UV menu.
Select faces you want to clip UV coordinates.
Click Clip UV.
Align UV Cursor
Reference
- Editor
UV Editor
- Menu
- Panel
Align UV cursor (2D Cursor in UV Editor).
- Align Method
- Texture
The UV cursor aligns to the selected texture.
- UV
The UV cursor aligns to the d UV (includes non-selected UV).
- UV (Selected)
The UV cursor aligns to the displayed UV (only selected UV).
Usage
Click check box Align UV Cursor to show Align UV Cursor menu.
Select Texture or UV or UV (Selected) depending on your purpose (See details below).
Click the position button (You can choose the position from 9 buttons).
UV Cursor Location
Reference
- Editor
UV Editor
- Panel
Set and display UV Cursor (2D Cursor in UV Editor) location.
Usage
Click check box UV Cursor Location to show UV Cursor Location menu.
UV cursor location is displayed, and you can set the new location as you like.
UV Bounding Box
Reference
- Editor
UV Editor
- Menu
- Panel
Transform UV with Bounding Box like a Photoshop/GIMP’s Bounding Box.
- Uniform Scaling
If enabled, you can transform uniformly.
- Boundary
Specifies the boundary of the bounding box.
Usage
Click check box UV Bounding Box to show UV Bounding Box menu.
Click Show to show the bounding box.
Transform UV with the bounding box as you like (You can transform UV same as Photoshop/Gimp).
Click Hide.
UV Inspection
Reference
- Editor
UV Editor
- Menu
- Panel
Inspect UV
Inspect UV and help you to find which UV is on the abnormal condition.
- Overlapped
The overlapped part/face is enhanced.
- Flipped
The flipped part/face is enhanced.
- Mode
- Part
Enhance only to the overlapped/flipped part.
- Face
Enhance the overlapped/flipped face.
- Same Polygon Threshold
Provides a way to set a threshold for judging the same polygons.
- Display View3D
Display overlapped/flipped faces on View3D as well as UV Editor.
Usage
Click check box UV Inspection to show UV Inspection menu.
Click Show to enhance the part on which is under specific condition.
Click Update if you want to update to the latest status.
Click Hide.
Paint UV island
Paint UV island with random color.
Usage
Click check box UV Inspection to show UV Inspection menu.
Click Paint UV island.
Other Resources
The supplemental documentation (e.g. FAQ) and early release can be found in Magic UV’s Github repository.
Reference
- Category
UV
- Description
UV tool set. See add-ons preferences for details.
- Location
and UV Editor –> Sidebar —> Magic UV
- File
magic_uv folder
- Author
Nutti, Mifth, Jace Priester, kgeogeo, mem, imdjs, Keith (Wahooney) Boshoff, McBuff, MaxRobinot, Alexander Milovsky
- License
GPL 3+
- Note
This add-on is bundled with Blender.