Hi guys! My first contribution to this great community

Uv Squares:

Blender’s UV Editor tool that reshapes UV selection into grid.

(Best place to start is toolbar)

Features:

Reshape any selected UV faces (quads) to grid of either:

[LIST]

equivalent squares

or by respect to shape

Align sequenced vertices on axis (X or Y axis is determined by slope automatically) :

make them equally distanced

Rip faces, vertex

Join selected vertices to any closest unselected vertices

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Shortcuts :

[ grid ]/[ aligning ] is alt + [E]

Rip faces is alt + [V]

Join vertices is shift + alt + [V]

All vertices have to be ordered/sequenced by x/y value depending of X/Y axis that they are getting aligned to. Otherwise you will have swapped vertices in the result.

What script does here:

[LIST]

[LIST] set pivot to cursor (sets it back after)

2d cursor will snap to closest vertex and the alignment will be made at that verts x/y value, depending on the axis

restrict scale to axis (recognize X or Y by the slope)

scale to 0 to where the cursor has snapped

[/LIST]

Reshaping to grid

Works on any UV selection shape of quad faces

You can specify active quad by making it the last selected face, if not one face will automatically be taken as reference quad

2d cursor is snapped to closest corner and is determining the direction for calculating the length of start and end of grid as well as length of one unit for square grid

Rip faces

Rip/separate any selected faces

Rip single vertex

Join vertices

Snaps selected vertices to closest non selected

[LIST]

[LIST] For faces, if you want to connect islands back to their original place - use stitch (shortcut: V, while stitching press I to toggle island)

[/LIST]

Link:

cgcookiemarkets (<- if you’d like to support me: ) also has pictures

github

Thanks to @gregzaal for hawkeyeing the wrong keymap name!