Feature Guide – ARRISE STUDIO https://sandbox.arrisestudio.com Wed, 15 Oct 2025 11:17:07 +0000 en-US hourly 1 https://wordpress.org/?v=6.9 https://sandbox.arrisestudio.com/wp-content/uploads/2025/10/logo00-45x45.png Feature Guide – ARRISE STUDIO https://sandbox.arrisestudio.com 32 32 249303210 shopengine_activated_templates a:0:{} Auto Unpin (Auto Unpin UVs) https://sandbox.arrisestudio.com/docs/polymate-merge-guide-en/auto-unpin-auto-unpin-uvs/ https://sandbox.arrisestudio.com/docs/polymate-merge-guide-en/auto-unpin-auto-unpin-uvs/#respond Wed, 15 Oct 2025 11:15:16 +0000 https://arrisestudio.com/?post_type=docs&p=1198

◎Overview

To accelerate UV editing, PolyMate provides bulk pin/unpin and automatic unpin on merge.
Even with finalized textures when creating LOD, it automatically prepares a state that lets you quickly fix only what’s needed.

◎How to Use

  • Select an object, then toggle [Pin/Unpin UVs] ON/OFF to batch-toggle UV pins for the whole object.
  • With ON, performing a merge (button or Quick Mode) will automatically unpin only the merged vertices’ UVs.

◎Notes

  • Since only the parts you touched remain unpinned (movable), finding and adjusting in the UV Editor is faster, greatly shortening the workflow.
  • Ideal for reduction tasks such as LOD creation and game optimization.
    (UVs in areas that do not need editing remain pinned.)
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Preserve UVs https://sandbox.arrisestudio.com/docs/polymate-merge-guide-en/preserve-uvs/ https://sandbox.arrisestudio.com/docs/polymate-merge-guide-en/preserve-uvs/#respond Wed, 15 Oct 2025 10:48:40 +0000 https://arrisestudio.com/?post_type=docs&p=1183

◎Overview

PolyMate provides uncompromising support for preserving UVs across production.
[Preserve UVs] to ON to merge safely without altering the texture appearance.

◎Comparison with Maya

  • Maya (Target Weld + Preserve UVs):
    Rearranges UVs (automatic transformation) so the texture appearance changes as little as possible under shape deformation.
    This is an approximation, not strict coordinate locking, so a slight drift during the automatic transformation process may occur.

Official documentation (citation):
https://help.autodesk.com/view/MAYAUL/2026/ENU/?guid=GUID-9922A396-77C0-4EEB-9A8A-B301720C5802

  • PolyMate:
    With seam detection and coordinate locking, non-seam cases do not produce drift.
    When seams are involved, it switches to automatic transformation to prevent artifacts.

◎UV Policy

UVs are assigned per face, so a single vertex on a seam may have multiple UVs (different shells/coordinates).
Merging vertices while locking coordinates can be ambiguous over which coordinate to adopt and may cause stretching, folding, or tearing (spikes).

For LOD and other cases that require minimal drift, fixed preservation of UV coordinates is needed.
Therefore, PolyMate adopts the policy Non-seam = preserve by copying coordinates and Seam-involved = re-arrange via automatic transformation (conforms to Maya’s Preserve UVs).

◎Behavior

  • Merging seam-involved vertices: avoid artifacts via automatic transformation that follows shape deformation (consistent with Maya).
  • Merging only non-seam vertices: preserve UVs by coordinate-based locking. No drift occurs.

◎How to Use

  • Set [Preserve UVs] to ON and merge with First / Center / Last to preserve post-merge UV coordinates.
    When OFF, processing is faster with no UV coupling (averaging).
  • Also effective with Quick Mode.
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Quick Mode https://sandbox.arrisestudio.com/docs/polymate-merge-guide-en/quick-mode/ https://sandbox.arrisestudio.com/docs/polymate-merge-guide-en/quick-mode/#respond Wed, 15 Oct 2025 10:29:02 +0000 https://arrisestudio.com/?post_type=docs&p=1169

◎概要

Turning Quick Mode ON lets you merge by just clicking in the viewport.
No extra UI steps. The workflow is significantly shorter.

◎How to Use

  • Set [Quick Mode] to ON, then select vertices in any mode.
  • Then click in the viewport.

◎Notes

Only clicks inside the viewport are recognized.
Clicks in other UI areas do not trigger a merge.

Works in single view / quad / custom layouts.
Executable from any view panel.

◎Recommended Method

  • Choose either First / Last as the merge mode.
  • Perform the basic operation with [Selection Mode + Quick Merge], and only when you want to merge to the center coordinate, trigger Center Merge from the marking menu.
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Merge https://sandbox.arrisestudio.com/docs/polymate-merge-guide-en/merge/ https://sandbox.arrisestudio.com/docs/polymate-merge-guide-en/merge/#respond Wed, 15 Oct 2025 10:10:54 +0000 https://arrisestudio.com/?post_type=docs&p=1160

◎Overview

Merge, a core feature of PolyMate, provides three modes (First / Center / Last) to match your production style.
You can merge as intended by selection order and reference point.

◎Mode List

▼First Mode

Merge all later-selected vertices into the reference vertex first selected.

▼Center Mode

Merge to the center coordinates of all selected vertices.
Selection order does not matter.

▼Last Mode

Merge all other vertices into the reference vertex last selected.

◎How to Use

▼Step 1: Choose a mode

From [Merge Target], select First / Center / Last.

▼Step 2: Select vertices

  • First / Last: select in the intended order, including the reference vertex.
  • Center: select target vertices in any order.

▼Step 3: Execute merge

Press [Merge] to merge according to the selection.

◎Notes

  • The reference vertex is the one selected as First = first, Last = last.
  • Center does not depend on selection order and merges to the centroid of the selected vertices.
  • All operations support Undo.
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