1. Unfold3D
 1.1 Introduction
 1.2 Commands
2. Unfolding step by step
3. Cutting
 3.1 How to cut ?
 3.2 Where to cut ?
4. Adjusting and packing
5. UNFOLD3D Interface
 5.1 Menus and tools
 5.2 The menu bar
 5.3 The main toolbar
 5.4 The viewport toolbar
 5.5 The edition toolbar
 5.6 Preferences
6. UV Edition
 6.1 Rotation/translation/scaling
 6.2 Pinning
 6.3 Horizontal, vertical constraints
7. Scripting
6. UV Edition

6.1 - Rotation / Translation / Scaling

With Unfold3D generation 6, you can edit submeshes, polygons, edges and points.

You can apply different kind of transformations to these elements : rotation, translation or scaling.

 

First of all, you have to select the type of element you want to edit :

 

Then, you can apply the following transformations on selected elements :

 

Hold on the Shift key to select more than one element.

 

6.2 - Pinning

With Unfold3D generation 6, you can apply a pinning constraint to your mesh. The pinning constraint allow you to move points or parts of your submeshes, and then to adapt the mesh to your wishes.

To use the pinning feature, switch first to select and translate mode on the edition toolbar.

Then switch to point edit mode .

If you select more than one point, all your points are automatically pinned. You have just to move the last point selected to distort your mesh.

To unpin the points, press if you want to unpin selected points or if you want to unpin all the points.

 

 

The pinning constraint comes with a feature allowing you to adapt the whole mesh to the distorsion of a part of it.

You can switch this update feature on or off, by using the following buttons :

 

 

You can also freeze a state of your the mesh you have modified, with no possibility to come back to a previous state. To freeze your mesh, press

 

6.3 - Horizontal and vertical constraints

With Unfold3D, you can apply horizontal or vertical constraints to your meshes.

In other words, you can make a set of edges vertical or horizontal.

For this, you have to :