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Is it possible? [Edit: apart from manually, edge by edge!]

I'm going through a tutorial. The example UV I'm working on is an unwrapped strip from a ball.

Selecting the strip rings (e.g. to straighten them by scaling) proves incredibly challenging! Here's what I tried and didn't work:

1) the select ring function from the 3d view (CtrlAltRMB) doesn't work in UV window

2) using "sync UV with model" gets you the selection from the 3d view but: it'll disappear as soon as you disable sync or it will scale the model you can't scale on "individual origins" if you scale UV edges with sync enabled

3) the Circle or Border selection tools (in UV) do not select in "crossing" mode - i.e. you can't select rings only by drawing a flat narrow selection (you can only select rings AND loops by fatfingering it)

4) the Circle or Border selection tools - if you decide to subract the loops and leave the rings - now, weirdly, will work in "crossing" mode thus subtracting a loop and all your rings from your selection

A view of the UV map - disregard the selection

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  • $\begingroup$ Regarding to the step 2 do you mean vertices of the mesh are scaled in 3D space when you scale vertices of UV map ? I couldn't repeat that; the only thing I could do - to scale verts on map and adjacent ones of mesh continue staying in place $\endgroup$
    – Mr Zak
    Commented Feb 29, 2016 at 12:57
  • $\begingroup$ @Mr Zak, actually you are correct, I'm talking rubbish - I've edited main post accordingly. Still... this is no way to solve the problem as can't seem to scale around "individual origins" in UV editor. $\endgroup$ Commented Feb 29, 2016 at 16:54
  • $\begingroup$ Don't use Ctrl - Just use Alt + RMB $\endgroup$
    – Rick Riggs
    Commented Mar 3, 2016 at 20:31
  • $\begingroup$ @RickRiggs Alt+RMB selects edge loop, while the OP asks for selecting edge ring on UV map. $\endgroup$
    – Mr Zak
    Commented Mar 3, 2016 at 20:58
  • $\begingroup$ My mistake, sorry guys $\endgroup$
    – Rick Riggs
    Commented Mar 3, 2016 at 21:10

2 Answers 2

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OK, so it seems fair to answer this - since the question was about selecting edge ring in UV editor.

The way to do this is by:

  • enabling "keep UVs and edit mode mesh selection in sync" (button in the header of UV editor)
  • just Ctrl+Alt+RMB an edge in 3D editor (a derived UV selection will show up in UV editor)

Were the question about straightening the resulting selection, it would seem there is no way to do this for now (version 2.67b).

[Thanks to Mr Zak for clearing the confusion.]

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  • $\begingroup$ Seemed like the OP was asking how to select the boundary of a UV island rather than a 3D edge ring. That's what I'm trying to figure out how to do anyway... no luck yet. $\endgroup$ Commented Apr 3, 2016 at 23:13
  • $\begingroup$ I found out how to select all UV island boundaries here: blenderartists.org/forum/showthread.php?360492-select-seams $\endgroup$ Commented Apr 3, 2016 at 23:47
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Since this answer has already missed the mark, based on my own misunderstanding of what was happening in the Author's question, I figured that I would at least attempt to help anyone who is running across this thread, line up their unwrap of a sphere to equalize their faces.

Please refer to the answer that the Author has already solved as the accurate answer, and use this only as a helper.

In the 3D Viewport

  1. Select an edge that you want to mark a seam at.
  2. Ctrl+E >> Mark Seam.
  3. Alt+RightClick at each edge loop.
  4. U >> Unwrap.

In the UV / Image Editor

  1. Alt+RightClick at one edge loop.
  2. S, Y, Numpad 0.
  3. G, Y, Line up to desired image location.
  4. Repeat Steps 1 THRU 3 on the other edge loop.
  5. Select the middle-most vertex of the smaller edge loop.
  6. Shift+S >> Cursor to Selected.
  7. Alt+RightClick at the smaller edge loop.
  8. (QWERTY Period) . to set scale origin to the 2D Cursor.
  9. S, X, Move mouse until Visual alignment is sufficiently close.
  10. (QWERTY Comma) , to set scale origin to Median.

enter image description here

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  • $\begingroup$ If I select all and weld, it welds all the faces/verts/edges into a single vert. I can't even see a threshold. Did you mean remove doubles? Anyway the mesh itself wasn't split, it was one piece - no doubles. $\endgroup$ Commented Mar 5, 2016 at 11:06
  • $\begingroup$ Maybe it was just a display thing then, sorry! When I was looking at your selected verts, and the fall-off of the highlighted color, it looked as if there were doubles; because some of the edges connected to the highlighted verts did not show the highlighted color. $\endgroup$
    – Rick Riggs
    Commented Mar 5, 2016 at 18:25
  • $\begingroup$ Since you are correct about me misunderstanding the question, I would not expect any sort of credit here, but I would still like to help you and anyone else having similar issues that would look at this thread get to the desired outcome. So I will post an appending edit to my answer. $\endgroup$
    – Rick Riggs
    Commented Mar 5, 2016 at 18:29
  • $\begingroup$ Voting it up, 'cause it's a nice helpful example which probably covers the majority of use cases. (Sometimes the trick is in asking the right question - and mine was based on expectations - what works in Blender's 3D view and I imagined I could also do in UV view..) $\endgroup$ Commented Mar 6, 2016 at 22:13

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