Projection

投影

Here you can change the projection simply by clicking on the appropriate button such as the Sphere button for spherical projection (or even faster without a Material tag using the Set UVW from Projection... command).

在这里你可以改变投影只需点击适当的按钮,如球形投影球按钮(或更快没有材质标签使用设置 UVW 从投影... 命令)。

From top left to bottom right: Sphere, Cylinder, Frontal, Flat, Cubic, Cubic 2, Box, Shrink. 从左上到右下: 球体,圆柱体,正面,平面,立方体,立方体2,盒子,收缩

Additional projection types:

其他投影类别:

How the algorithm works

算法是如何工作的

First a bounding box is placed around the selected UV elements (or 3D mesh). This bounding box will represent the texture later on. If Fit to Selection is disabled, the bounding box will enclose the entire object.

首先在选定的 UV 元素(或3D 网格)周围放置一个包围盒。这个边界框将在稍后表示纹理。如果禁用“适合选择” ,边界框将包围整个对象。

You can choose how the bounding box is aligned using the drop-down list. Choose from Object System (the texture’s axes run parallel to the object’s axes), World System (the texture’s axes run parallel to the world system’s axes), Average Normal (the texture’s Z axis points in the average direction of the Normals) or Weighted Normals (the texture’s Z axis is the summary of the Normal vectors, whereby weighting is done according to polygon size; large polygons have a correspondingly greater influence).

可以使用下拉列表选择边界框的对齐方式。选择对象系统(纹理的轴线与对象的轴线平行) ,世界系统(纹理的轴线与世界系统的轴线平行) ,平均法线(纹理的 z 轴点在法线的平均方向)或加权法线(纹理的 z 轴是法线向量的总和,根据多边形的大小进行加权; 大多边形有相应的更大的影响力)。

As with most UV commands, the best setting depends on the nature of the object.

与大多数 UV 命令一样,最佳设置取决于对象的性质。