(01-11-2015, 12:48 AM)ggaliens Wrote: I want to be able to UVMap by hard-edges only and also have all my pre-existing materials be honored (still work) after AutoUV Mapping.UVMap by hard-edges you know Wings3d already do. The hard edges used in the model will be automatically used as "Mark for cut" action in AutoUV.
But, once you assigned the UVmap to your model you are creating a material for that. So, there is no way to use the previous set material colors. As I know, it works this why for every 3d software.
Quote:I wonder if I can just get it to assign the UVs and no image.You can do that.
I use to UVmap models which I will use a UVmap material from the render engine (like in Kerkythea), by just ignoring it.
The UV info is an attribute of the vertex and the image is s material attribute. So, if you edit the material and delete the texture, the information about the UV map will still be there. Of course that is not the right thing, but it can serves to you. (mainly if you want code that).
You have the option to convert your color materials to Vertex color attribute, that will also be available even if your model is using the UVMapped material and then you can use Select->Similar Material->Vertex Color and get them selected.
Again, if you are thinking to do that by coding, I believe you have all the tools you need already in the Wigns3D code.