|UI location||Group: Image|
|Usage|| This script makes a new image from the used areas of all the images mapped to the selected mesh objects. Image are packed into 1 new image that is assigned to the original faces.
This is useful for game models where 1 image is faster than many, and saves the labour of manual texture layout in an image editor.
|Version||1.1 - 2007.02.15||Author(s)||Campbell Barton|
|Blender||2.43 - 2.46||License||GPL|
|Note(s)|| Included in Blender 2.43 - 2.46.
Previous version: uv_auto_layout_tex
Auto Image Layout
Mode: All Modes (Mesh)
Menu: UV/Image Editor → UVs → Auto Image Layout
This script makes a new image from the used areas of all the images mapped to the selected mesh objects. Image are packed into 1 new image that is assigned to the original faces. This is usefull for game models where 1 image is faster than many, and saves the labour of manual texture layout in an image editor.
This script is accessed from UV/Face mode and packs images from the active mesh.
On activation a popup will be appear with the following options.
- image path
- no ext
- A new PNG image file will be created at this path. use // as a prefix for the current blend file location. otherwise you may specify the full path. Do not add in a file extension.
- Pixel Size
- The size of the image, this value is used for width and height to make a square image.
- Pixel Margin
- When cropping the image to the bounds of the used areas add this pixel margin, this stops lower resolution textures (mipmaps) from bleeding the edge colour into the faces that use thsi texture.
- Keep Image Aspect
- If this is turned off, the tiles will stretch to the bounds of the image, making the images look stretched in an image viewer. however it will give better results when viewed in 3d because there is more pixel information in the image.
- Texture Source, All Sel Objects
- When enabled all selected objects will have their textures packed into the texture.
Here is an test case where I took 5 unedited photos, mapped them to a low poly mesh, and pack them into 1 texture.
- Python & Plugins forum at Blender Artists.