Use the UV Edit Panel
- Last UpdatedSep 04, 2024
- 2 minute read
Displaying the UV Edit Panel
There are three ways to display the UV Edit Panel.
From Scene Explorer
-
Select an MWX mesh in Scene Explorer tab, then right-select and select Edit Mesh UV.
From Node Panel
-
Select a node on the Graphic Context Editor Node Panel that features a mesh field, then right-select and select Edit Mesh UV.

From 3D Viewport
-
Select an MWX mesh by clicking on it on the Graphic Context Editor Viewport, then right-select and select Edit Mesh UV.
The UV Edit Panel
Use the Edit UV Panel to create, modify, and delete custom UV projections for any MWX mesh.

Working while UV Edit Panel is enabled
-
On the 3D viewport, you can observe in real-time the effects of the projection with current values. You can use a debug texture to better highlight artifacts and a projection gizmo with shape, position, dimensions, and posture corresponding to the current projection.
-
When the UV Edit Panel is shown, the Graphic Context Editor Node Panel is disabled. It is still possible to change mesh selection through mouse select on the render viewport or on the Scene Explorer tab.
-
For the currently selected mesh, UV Edit Panel will attempt to load the .uvsettings file, and, if found, it will show the persisted values from there; otherwise it will use defaults.
Note: UV projection uses local space data, and the user interface will always show local space values for the current projection.
Changing projection settings
To change the projection settings,you can directly use the UV Edit Panel interface. See Change Projection Settings from UI.
You can also modify the projection transformations (position, rotation, and scale) using the transformation gizmo in the Graphic Context Editor viewport. See Change Projection Settings with Transformation Gizmo.