# importCurves Imports Curves that were Exported using the Export Button. NOTE: Only import files that were exported using Export Curves button. WARNING: This operation is NOT undoable! # exportCurves Exports selected curves into a .curves (or .ma) file. Can then be Imported using Import Curves. # changeScaleFactor Opens a window that controls the Scale Factor. Scale factor determines the initial scale of the created curve and adjusts other parameters. Scale factor is stored in a global preset, in the scene and on each curve. Priority of scale factors Curve>Scene>Global. NOTE: Using the correct scale factor can help with the control of the curves and helps in avoiding bugs due to very large or very small scenes. # globalCurveThickness Opens a window that controls the thickness of the curves in the scene as well as the global curve thickness preset across the scenes. # setAOSettings Manually sets the recommended AO settings for older Maya versions. These AO settings are needed to use the "See Through" or "Toggle Always on Top" functions. Are applied automatically by those functions. # setTransparencySettings Sets recommended transparency settings for Maya viewport. *** Simple Transparency is fast but very inaccurate render mode. Only suitable for simple, one layer hair. Object Sorting Transparency has average performance impact and quality. Can have issues on complex multi-layered grooms. Depth Transparency - these are the optimal settings for the highest quality of the hair cards preview. Can have performance impact on slower systems. # convertToWarpCard Converts selection to Warp Cards. Compatible attributes are retained. # convertToWarpTube Converts selection to Warp Tubes. Compatible attributes are retained. # convertToExtrudeCard Converts selection to Extrude Cards. Compatible attributes are retained. # convertToExtrudeTube Converts selection to Extrude Tubes. Compatible attributes are retained. # syncCurveColor Toggles the syncing of the curve color to the layer color. # colorizedRegroup Toggles the colorization of the regrouped layers when Regroup by Layer function is used. # colorOnlyDiffuse Colorize only the diffuse component of the card material. Alpha will stay the same. # checkerPattern Toggles the use of the checker pattern when the Color mode is enabled. # ignoreLastLayer Toggles the filtering (All, Curve, Geo) and Extraction (Extract All) of the last layer. If enabled, the last layer is ignored. NOTE: Last layer is typically used for templates, so it is ignored by default. # ignoreTemplateCollections Ignores the filtering (All, Curve, Geo) and Extraction (Extract All) of all the collections that have "template" in their name. Case insensitive. # groupTemplateCollections Collections that have "template" in their name (case insensitive) will be grouped together into "CT_Templates" group by Regroup By Layer function. # syncOutlinerLayerVis Syncs the outliner and layer visibility. If enabled, hiding the layer will also hide the curve groups in the outliner. # keepCurveAttributes If enabled, the attributes that are stored in the curve will be restored if the curve that was duplicated (on its own, without the geo) is used to create other cards or tubes. If disabled, the attributes will be ignored and reset. Example: 1. Create a card and change its twist value. 2. Ctrl+D and Shift+P the curve (not the curve group). 3. Click Curve Card and the twist value will be restored on a newly created card. # boundCurvesFollowParent Will ensure that moving a parent curve in a Bound Object (Bound Group) will also move all the child curves along with it to a new layer. Recommended to keep this enabled. # massBindOption Will bind selected hair clump (or geometry) to all selected "empty" curves. # bindDuplicatesCurves Will automatically duplicate the curves before binding them to the curve, leaving old curves behind with no edits. # bindFlipUVs Enabling this option will flip the UVs of the original cards before binding them to the curve. It will also automatically flip the bound geo and rotate it 90 deg. This option will also flip the UVs back when using Unbind for better workflow. Disabling this option will result in an old Bind/Unbind behaviour. # populateBlendAttributes Enables blending of the attributes when using Add Cards/Tubes or Fill functions. # convertInstances Will automatically convert instanced curves to normal curves before any other function is applied. # replacingCurveLayerSelection Will disable additive selection for the layers. When holding Ctrl and clicking on a new layer, old layer will be deselected automatically. # useAutoRefineOnNewCurves Automatically enables auto-refine on the new curves. # flipUVsAfterMirror Enabling this option will flip the UVs horizontally after mirroring the cards to achieve exact mirroring. # enableTooltips Will toggle the visibility of these tooltips you are reading right now. # showLayerCollectionsMenu Shows layer collections menu widget. # importIntoANewCollection If enabled, all the imported curves will be placed into a new "Imported Curves" layer collection. If disabled, all the imported curves will be placed into the "Main" layer collection # layerNumbersOnly Layers will use only numbers if enabled. # convertToNewLayerSystem Converts all the layers in the scene to a new layer system that is hidden from the Channel Box Display Layers window. Layers can still be accessed from Window->Relationship Editors->Display Layer window. # updateLayers Utility function that will manually update all layers. Used for if layers are correct for some reason. # resetToDefaults Resets every option and the GS CurveTools to the default "factory" state. # maya2020UVFix This function will fix any broken UVs when trying to open old scenes in Maya 2020 or 2022 or when opening scenes in 2020 and 2022 when using Maya Binary file type. This will have no effect on older versions of Maya (<2020). This bug is native to Maya and thus can’t be fixed in GS CurveTools plug-in. # mayaFixBrokenGraphs This function will attempt to fix all the broken graphs in the scene. Use if one of the graphs (Width, Twist or Profile) is in a broken state. # convertBezierToNurbs Converts the selected Bezier curves to NURBS curves. Bezier curves are not supported by the GS CurveTools. # maya2020TwistAttribute This function will fix any broken cards created in Maya 2020.4 before v1.2.2 update. # maya2020UnbindFix This function will fix any cards that are not unbinding properly and were created before v1.2.3 update in Maya 2020.4. # deleteAllAnimationKeys This function will delete all the animation keys on all the curves present in the scene. This can fix deformation issues when using duplicate or other GS CurveTools functions. Some functions (like duplicate) will delete the keys automatically, however the keys can still cause issues. # warpSwitch Advanced cards and tubes suitable for longer hair. Additional options and controls. Slower than Extrude (viewport performance). Can have issues on very small scales. # extrudeSwitch Simple cards and tubes suitable for shorter hair and brows. Has limited controls. Much faster than Warp (viewport performance). Better for small scales. # newCard Creates a new Card in the middle of the world. Used at the beginning of the project to create templates. # newTube Creates a new Tube in the middle of the world. Used at the beginning of the project to create templates. # curveCard Converts selected Maya curve to CurveTools Card. # curveTube Converts selected Maya curve to CurveTools Tube. # gsBind Binds selection to a single curve. Creates a Bind Group. Selection options: 1. Single "empty" curve (default Maya curve) and single combined geometry. 2. Single "empty" curve (default Maya curve) and any number of Curve Cards and Curve Tubes. *** Shift + Click will duplicate the original curves/geo before binding it to the empty curve. Same option is available in the Options menu (Duplicate Curves Before Bind). # gsUnbind UnBinds geometry or Cards/Tubes from selected Bound object. Geometry and Cards/Tubes will be placed at the origin. # addCards Creates Cards in-between selected Cards based on the Add slider value. Bound objects are NOT supported. NOTE: Selection order defines the direction of added Cards if more than 2 initial Cards are selected. # addTubes Creates Tubes in-between selected Tubes based on the Add slider value. Bound objects are NOT supported. NOTE: Selection order defines the direction of added Tubes if more than 2 initial Tubes are selected. # gsFill Creates Cards/Tubes or Bound Groups in between selected Cards/Tubes or Bound Groups based on the Add slider value. NOTE 1: Selection order defines the direction of added curves if more than 2 initial curves are selected. NOTE 2: The type of Card or Tube or Bound Group is defined by the previous curve in the selection chain. # gsSubdivide Subdivides selected curve into multiple curves based on the Add slider value Shift + Click subdivides selected curve but does not delete the original curve # gsEdgeToCurve Converts selected geometry edges to curves. Multiple unconnected edge groups can be selected at the same time. # gsCardToCurve Opens the Card-to-Curve UI Card to curve algorithm will attempt to generate CurveTools cards from selected geometry cards. Selected geometry cards should be one sided meshes. Selected geometry cards should be separate objects. # layerCollectionsComboBox Layer collections drop-down menu. Allows to separate the project into different layer collections, up to 80 layers in each collection. Has additional functionality in markdown menu (Hold RMB): *** Markdown menu: 1. Clear - will delete all the cards from the current layer. Undoable operation. 2. Merge Up, Merge Down - merge all the cards from the current layer to the layer above or below it. 3. Copy, Paste - will copy all the cards from the current layer and paste them to the layer that user selects. 4. Move Up, Move Down - will rearrange the current layer collections by moving the currently selected collection up or down in the list. 5. Rename - will rename the current layer collection # layerCollectionsPlus Add additional layer collection after the current one. # layerCollectionsMinus Remove current layer collection. All the cards from the removed collection will be merged one layer UP. # gsAllFilter Layer filter. Controls the visibility of all objects in all layers: Normal click will show all curves and geometry in all layers. Shift + Click will hide all curves and geometry in all layers Ctrl + Click will show all the curves and geometry in all layers and all collections. Ctrl + Shift + Click will hide all curves and geometry in all layers and all collections. # gsCurveFilter Layer filter. Hides all geometry and shows all the curves in all layers. Ctrl + Click will do the same thing, but for all layers and all collections. NOTE: Holding RMB will open a marking menu with Toggle Always on Top function as well as "Auto-Hide Inactive Curves" function. Toggle Always on Top function will toggle the Always on Top feature that will show the curve component always on top. The effect is different in different Maya versions Auto-Hide Inactive Curves will hide all the curve components on all inactive layer collections when switching between collections. # gsGeoFilter Layer filter. Hides all curves and shows only geometry. Ctrl + Click will do the same thing, but for all layers and all collections. # colorMode Color mode toggle. Enables colors for each layer and (optionally) UV checker material. NOTE: Checker pattern can be disabled in the Options menu # curveGrp0 Curve Layers that are used for organization of the cards and tubes in the scene. Selected layer (white outline) will be used to store newly created cards. Holding RMB will open a marking menu with all the functions of current layer. *** Key Combinations: Shift + Click: additively select the contents of the layers. Ctrl + Click: exclusively select the contents of the layer. Alt + Click: show/hide selected layer. Ctrl + Shift: show/hide curve component on selected layer. Ctrl + Alt: show/hide geo component for the selected layer. Shift + Alt + Click: isolate select the layer. Shift + Ctrl + Alt + Click: enable Always on Top for each layer (only for Maya 2022+). *** Layer MMB Dragging: MMB + Drag: move the contents of one layer to another layer. Combine if target layer has contents. MMB + Shift + Drag: copy the contents of one layer to another layer. Copy and Add if target layer has contents. # gsExtractSelected Extracts (Duplicates) the geometry component from the selected curves: *** Key Combinations: Normal click will extract geometry and combine it. Shift + Click will extract geometry as individual cards. Ctrl + Click will extract geometry, combine it, open export menu and delete the extracted geo after export. Shift + Ctrl click will extract geometry, open export menu and delete the extracted geo after export. # gsExtractAll Extracts (Duplicates) the geometry component from all layers and collections. Original layers are HIDDEN, NOT deleted: Last Layer in the current Collection is ignored by default. Can be changed in the options. Collections with "template" in their name (case insensitive) will be ignored by default. Can be changed in the options. *** Key Combinations: Normal click will extract geometry and combine it. Shift + Click will extract geometry as individual cards grouped by layers. Ctrl + Click will extract geometry, combine it, open export menu and delete the extracted geo after export. Shift + Ctrl click will extract geometry, open export menu and delete the extracted geo after export. # gsSelectCurve Selects the curve components of the selected Curve Cards/Tubes. NOTE: Useful during the selection in the outliner. # gsSelectGeo Selects the geometry component of the selected Curve Cards/Tubes. NOTE: Useful for quick assignment of the materials. # gsSelectGroup Selects the group component of the selected Curve Cards/Tubes. NOTE: Useful when you are deleting curves from viewport selection. # gsGroupCurves Groups the selected curves and assigns the name from Group Name input field (or default name if empty). # gsRegroupByLayer Regroups all the curves based on their layer number, group names and collection names. Group names can be changed in the Layer Names & Colors menu. Groups can be colorized if the "Colorize Regrouped Layers" is enabled in the Options menu. Collections with "template" in their name will be grouped under "CT_Templates". Can be changed in the options. # gsGroupNameTextField The name used by the Group Curves function. If empty, uses the default name. # gsCustomLayerNamesAndColors Opens a menu where group names and colors can be changed and stored in a global preset. # gsTransferAttributes Transfers attributes from the FIRST selected curve to ALL the other curves in the selection. NOTE: Shift + Click transfers the attributes from the LAST selected curve to ALL others. NOTE2: Holding RMB on this button opens a marking menu with Copy-Paste and Filter functionality # gsTransferUVs Transfers UVs from the FIRST selected curve to ALL the other curves in the selection. NOTE: Shift + Click transfers the UVs from the LAST selected curve to ALL others. NOTE2: Holding RMB on this button opens a marking menu with Copy-Paste and Filter functionality # gsResetPivot Resets the pivot on all selected curves to the default position (root CV). # gsRebuildWithCurrentValue Rebuild selected curves using current rebuild slider value # gsResetRebuildSliderRange Reset rebuild slider range (1 to 50) # gsDuplicateCurve Duplicates all the selected curves and selects them. NOTE: You can select either NURBS curve component, geometry component or group to duplicate. # gsRandomizeCurve Opens a window where different attributes of the selected curves can be randomized: 1. Enable the sections of interest and change the parameters. 2. Dragging the sliders in each section enables a PREVIEW of the randomization. Releasing the slider will reset the curves. 3. Click Randomize if you wish to apply the current randomization. # gsExtendCurve Lengthens a selected curves based on the Factor slider. # gsReduceCurve Shortens the selected curves based on the Factor slider. # gsSmooth Smoothes selected curves or curve CVs based on the Factor slider. NOTE 1: At least 3 CVs should be selected for component smoothing. NOTE 2: Holding RMB will open a marking menu where you can select a stronger smoothing algorithm. # mirrorX Mirrors or Flips all the selected curves on the World X axis. # mirrorY Mirrors or Flips all the selected curves on the World Y axis. # mirrorZ Mirrors or Flips all the selected curves on the World Z axis. # gsControlCurve Adds a Control Curve Deformer to the selected curves. Can be used to adjust groups of curves. NOTE 1: Should NOT be used to permanently control clumps of cards. Use Bind instead. # gsApplyControlCurve Applies the Control Curve Deformer. Either the Control Curve or any controlled Curves can be selected for this to work. # gsCurveControlWindow Opens a Curve Control Window. Contains all the available controls for curves. # gsUVEditorMain Opens a UV editor that can be used to setup and adjust UVs on multiple cards. NOTE 1: Lambert material with PNG, JPG/JPEG or TIF/TIFF (LZW or No Compression) texture file is recommended. TGA (24bit and no RLE) is also supported. NOTE 2: Make sure to select the curves or the group, not the geo, to adjust the UVs. NOTE 3: Using default Maya UV editor will break GS CurveTools Cards, Tubes and Bound Groups. NOTE 4: Default UV editor can be used when custom geometry is used in a Bound Groups. # gsLayerSelector Shows the Layer of the selected curve. Selecting different layer will change the layer of all the selected curves. # gsColorPicker Layer/Card Color Picker. # gsCurveColorPicker Curve Color Picker. # selectedObjectName Selected object name. Editing this field will rename all the selected objects. # lineWidth Controls the thickness of the selected curves. # gsBindAxisAuto Automatic selection of the bind Axis (recommended). NOTE: Change to manual X, Y, Z axis if bind operation result is not acceptable. # AxisFlip Flips the direction of the bound geometry. # editOrigObj Temporarily disables curve bind and shows the original objects. Used to adjust the objects after the bind. To add or remove from the Bound group use Unbind. # selectOriginalCurves Selects the original curves that were attached to a bind curve. Allows to edit their attributes without using Unbind or Edit Original Objects # twistCurveFrame Advanced twist control graph. Allows for precise twisting of the geometry along the curve. Click to expand. # Magnitude Twist multiplier. The larger the values, the more the twist. Default is 0.5. # gsTwistGraphResetButton Resets the graph to the default state. # gsTwistGraphPopOut Opens a larger graph in a separate window that is synced to the main graph. # widthLockSwitch Links/Unlinks the X and Z width sliders. If linked, the sliders will move as one. # LengthLock Locks/Unlocks the length slider. When Locked the geometry is stretched to the length of the curve and the slider is ignored. # widthCurveFrame Advanced width control graph. Allows for precise scaling of the geometry along the curve. Click to expand. # gsWidthGraphResetButton Resets the graph to the default state. # gsWidthGraphPopOut Opens a larger graph in a separate window that is synced to the main graph. # profileCurveGraph Advanced control over the profile of the card. Modifies the profile applied by the Profile slider. Click to expand. Add or remove points and change them to increase or decrease the Profile value along the curve. # autoEqualizeSwitchOn Locks the points horizontally to equal intervals to avoid geometry deformation. # autoEqualizeSwitchOff Unlocks the points and allows for the full control. # equalizeCurveButton Snaps the points to the equal horizontal intervals. # gsResetProfileGraphButton Resets the curve to the default state. # gsProfileGraphPopOut Opens a larger graph in a separate window that is synced to the main graph. # reverseNormals Reverses the normals on the selected cards/tubes. # orientToNormalsFrame Orient selected cards/tubes to the normals of the selected geo. # gsOrientToNormalsSelectTarget Set selected mesh as a target for the algorithm. # orientRefreshViewport Toggles the viewport update during the alignment process. Disabling can speed up the process. # gsOrientToNormals Starts the alignment process. Will align the selected cards to the normals of the selected geometry. # flipUV Flips the UVs of the card/tube horizontally. # resetControlSliders Resets the range of the sliders to the default state. # UVFrame Legacy controls for the UVs. Just use the new UV Editor. # solidifyFrame Expands controls that control the thickness of the cards/tubes. # solidify Toggles the thickness of the geometry. # lengthDivisions Change the length divisions of the selected cards/tubes. # dynamicDivisions Toggles the dynamic divisions mode. Dynamic divisions will change the divisions of the cards/tubes based on the length of the curves. In dynamic divisions mode, L-Div slider will control the density of the divisions, not the fixed divisions count. # widthDivisions Change the width divisions of the selected cards/tubes. # Orientation Change the orientation of the card/tube around the curve. # Twist Smoothly twist the entire geometry card/tube. Twists the tip of the card. # invTwist Smoothly twist the entire geometry card. Twists the root of the card. # Width Change the width of the selected card. # Taper Linearly changes the width of the card/tube along the length of the curve. # WidthX Change the width of the tube along the X axis. # WidthZ Change the width of the tube along the Z axis. # Length Change the length of the attached geometry. Works only when Length Unlock button is checked. # Offset Offset the geometry along the curve. # Profile Change the profile of the card along the length of the curve uniformly. # profileSmoothing Smoothing will smooth the profile transition. # otherFrame Other less used options # curveRefine Controls the number of "virtual" vertices on the curve. These are the vertices that are used to calculate the geometry deformation. Zero (0) value will disable the refinement and the geometry will be attached directly to the curve. The fastest option. Larger refine values means smoother geometry that is a closer fit to the curve. Only increase past 20 if you need additional precision or if there are any visual glitches with the geometry. Large refine values can cause significant performance drop, lag and other issues on smaller curve sizes. Recommended values are: 20 for curves with less than 20 CVs. 0 (disabled) or same as the number of CVs for curves with more than 20 CVs. # autoRefine Enables auto-refine for selected curves. Recommended to keep this on. Manual refinement can be helpful if the geometry deformation is wrong or not precise enough. # samplingAccuracy Increases the sampling accuracy of the deformer that attaches the geometry to a curve. Larger values = more precise geometry fit to a curve and more lag. # curveSmooth Smoothing of the geometry that is attached to a curve. # surfaceNormals Changes the smoothing angle of the normals of the geometry. # gsIterationsSlider Controls the number of iterations per card. # gsMinimumAngle Controls the target angle difference between the normal of the mesh and the card. # solidifyThickness Controls the amount of thickness on the geometry. # solidifyDivisions Controls the number of divisions on the solidify extrusion. # solidifyScaleX Changes the scale on the X axis. # solidifyScaleY Changes the scale on the Y axis. # solidifyOffset Controls the offset of the solidify extrusion. # solidifyNormals Controls the smoothing angle for normals of the solidify extrusion. # geometryHighlight If enabled, selecting the curve will also highlight the geometry component that is attached to that curve. Works only on GS CurveTools curves and geo. # curveHighlight If enabled, selected curves and their components will be additinally highlighted for better visibility. The curves and components will be in X-Ray mode by default. Colors and transparency values can be changes in the menu below. # gsSelectedCVColor Selected CV highlight color # gsSelectedCVAlpha Selected CV highlight transparency (alpha) # gsDeselectedCVColor Deselected CV highlight color # gsDeselectedCVAlpha Deselected CV highlight transparency (alpha) # curveVisibility Toggle selected curves highlight # gsCurveHighlightColor Selected curve highlight color # gsCurveHighlightAlpha Selected curve highlight transparency (alpha) # hullVisibility Toggle hull visibility. Hull is a line that connects all the CVs on the curve. # gsHullHighlightColor Hull highlight color # gsHullHighlightAlpha Hull highlight transparency (alpha) # advancedVisibilityFrame Better highlights for selected curves and components. # lazyUpdate Enables lazy update for selected curves. Lazy update can slightly increase the performance of the highlight, however it has some visual drawbacks (curve highlight can fail to update when switching curves in component selection mode) # alwaysOnTop Toggles X-Ray (always on top) drawing for highlighted components. Disabling this defeats the purpose of the advanced visibility, but hey, it's your choice. # curveDistanceColor Toggles the distance color effect on the curve highlight. Distance color darkens the curve color the further it is from the camera. # cvDistanceColor Toggles the distance color effect on the CV highlight. Distance color darkens the CVs color the further it is from the camera. # hullDistanceColor Toggles the distance color effect on the hull highlight. Distance color darkens the hull color the further it is from the camera. # gsDistanceColorMinValue Distance color minimum. This value is the minimum allowed color multiplier for the Distance Color effect. The lower this value, the darker further parts of the curve will be. Black at 0.0 Original color at 1.0 # gsDistanceColorMaxValue Distance color maximum. This value is the maximum allowed color multiplier for the Distance Color effect. The higher this value, the brighter closest parts of the curve will be. Black at 0.0 Original color at 1.0 # CVocclusion Toggles the experimental CV occlusion mode (hull is affected as well) When the appropriate mesh name is added to Occluder Mesh input field, this function will automatically hide CVs and hull lines that are behind this mesh (even in X-Ray mode). Warning: enabling this mode can negatively impart viewport performance. # gsSelectOccluderButton This button adds the selected mesh name to the Occluder Mesh input field. # gsOccluderMeshName Type the full path for the occluder mesh here, or use the "Select Occluder" button on the left <- # gsGenerateLayerColorGradient Generate a color gradient for the layer colors. Rows control the number of Rows to generate. Left color picker sets the initial color. Right color picker sets the final color. # gsRandomizeLayerColors Generate random colors for the layers. SatMin controls the minimum allowed saturation. SatMax controls the maximum allowed saturation. # gsResetAllLayerColors Resets all the color swatches to the default color. # gsGetCurrentSceneLayers Populates the menu with the names and colors stored in the scene. # gsSetAsCurrentSceneLayers Applies the names and colors from the menu to the scene. # gsLoadGlobalLayerPreset Load the global names and colors preset to the menu. NOTE: Don't forget to Set to Scene before closing the menu. # gsSaveGlobalLayerPreset Saves the current names and colors from the menu to the global preset. # gsUVSelect Enables the selection of the UVs. Drag to draw a box selection. # gsUVMove Enables the Move tool. Move the selected UVs or move individual UVs if nothing is selected. # gsUVRotate Enables the Rotation of the selected UVs. Hold LMB and drag anywhere in the viewport to rotate the selected UVs. Rotation pivot is the center of the individual unscaled UV. # gsUVScale Enables the Scaling of the selected UVs. Hold LMB and drag in the viewport to scale the card Horizontally of Vertically. Repeated hotkey click will toggle between Horizontal and Vertical scaling. # gsUVHorizontalScale Horizontal scaling mode selector. # gsUVVerticalScale Vertical scaling mode selector. # gsDrawUVs Enables the UVs Drawing Tool: 1. Select UVs using Selection Mode. 2. Enable the UV Drawing Tool. 3. Draw a UV Rectangle anywhere in the viewport to create/move the UVs there. # gsHorizontalFlipUV Flips the selected UVs horizontally. Flipped UVs have the blue circle indicator inside the root rectangle. # gsVerticalFlipUV Flips the selected UVs vertically. # gsResetUVs Resets the selected UVs to the default 0,1 rectangle. # gsSyncSelectionUVs Syncs selection between UV editor and Maya Viewport. # gsRandomizeUVs Randomize selected UV positions between already existing UV positions. *** Normal click will keep the overall density distribution of the UVs. This means that if there is one card in one position and twenty cards in the other, it will keep this distribution of 1 to 20. *** Shift+Click will ignore the original density distribution and simply randomize the UVs between the original positions. # gsFocusUVs Focuses on the selected UVs or on all the UVs if nothing is selected. # gsUVIsolateSelect Hides all the unselected UVs and shows only the selected ones. # gsUVShowAll Shows all the hidden UVs. # UVEditorUseTransforms Use "Coverage" and "Translate Frame" parameters from place2dTexture node for texture. Offset is not supported. Diffuse and Alpha channel MUST have the same coverage and translate frame values. # UVEditorTransparencyToggle Enable texture map transparency using Alpha map from Transparency plug in the material node # UVEditorBGColorPicker Background Color # UVEditorGridColorPicker Grid Color # UVEditorFrameColorPicker Frame Color # UVEditorUVFrameSelectedColorPicker Selected UV frame color # UVEditorUVFrameDeselectedColorPicker Deselected UV frame color # UVEditorUVCardFillColorPicker UV frame background color # gsCardToCurve_outputTypeSwitch Controls the output of Card-to-Curve algorithm # gsCardToCurve_generateCards Generate cards from selected one-sided geometry # gsCardToCurve_generateCurves Generate curves from selected one-sided geometry # gsCardToCurve_cardType Controls the type of generated cards # gsCardToCurve_warp Generate Warp cards # gsCardToCurve_extrude Generate Extrude cards # gsCardToCurve_matchAttributes Controls which attributes on the new cards should be approximated from the original geometry. NOTE: This process is not perfect and final result can be inaccurate. # gsCardToCurve_orientation Match orientation attribute during the generation process # gsCardToCurve_width Match orientation attribute during the generation process # gsCardToCurve_taper Match taper attribute during the generation process # gsCardToCurve_twist Match twist attribute during the generation process # gsCardToCurve_profile Match profile attribute during the generation process # gsCardToCurve_material Copy material (shader) from the original geometry # gsCardToCurve_UVs Tries to approximate the UVs from the original geometry NOTE: Matches the bounding box of the UVs. Rotated and deformed UVs are not matched precisely. # gsCardToCurve_UVMatchOptions Controls UV matching behaviour # gsCardToCurve_verticalFlip Vertically flip matched UVs # gsCardToCurve_horizontalFlip Horizontally flip matched UVs # gsCardToCurve_reverseCurve Reverse generated curve direction Root CV should be generated near the scalp of the model. Enable or disable if resulting card direction and taper are reversed. # gsCardToCurve_convertSelected Convert selected geometry to cards or curves based on the options