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Failed UV's will now be selected in Viewport/UV Texture Editor.
Working on a faster Overlapping Check (Cluster based Calculation)
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Added Overlapping UV Check. Pretty Slow! I added this optionally.
Doing my first Steps in Object Oriented Programming (me<-brainwashed!).
Sry, but i removed the MEL Code because of the new features.
You can mail me, if you need the old MEL script.
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Added UV Check Tool (Range Check)
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Changed it to Python.
I appended the Mel code at the end of the python file
One Bug fixed and Performance Upgraded .
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This simple and handy Script calcs some Statistics of your UV Layout.
(Utilization in %, Border Edge Lenght, Shellcount)
To get accurate Results, avoid overlapping and wrapping UV's. (Unique UV Set.)
It's designed for Realtime (<20.000Tris) . Don't use it for Highpoly ZBrush Stuff.
Close UV Textur Editor for a dramatic faster Result!
Have Fun ;)
Please use the Feature Requests to give me ideas.
Please use the Support Forum if you have any questions or problems.
Please rate and review in the Review section.