Selecting UVs¶
Much like the 3D Viewport, the UV Editor has selection mode buttons in the header, as well as a Select menu.
Sync Selection¶
When enabled (the default), the UV Editor and 3D Viewport share a synchronized selection state. Selecting components (vertices, edges, or faces) in one editor will automatically select the corresponding elements in the other.
With Sync Selection enabled, all faces are visible in the UV Editor at all times. Selecting a vertex, edge, or face in the 3D Viewport selects its corresponding UV elements. However, when a single 3D vertex or edge corresponds to multiple UV vertices or edges (for example, along a UV seam), you cannot select them individually—selecting one selects all of them.
When disabled, only the UVs belonging to the currently selected faces in the 3D Viewport are shown. Selections in the UV Editor are independent, allowing individual UV vertices and edges to be selected even if they correspond to the same mesh vertex or edge. Selecting in one editor no longer affects the other.
Note
Currently, only some 3D Viewport selection operations preserve per-UV selection data, including basic picking, box, circle, and lasso selection. Other operators, such as Select Random or Select Similar, will reset the stored UV selection, causing all UVs connected to selected mesh elements to become selected. Support for additional operators may be added later.
Hint
Internally, UV selection data is stored per face corner and created on demand to avoid overhead. Python scripts that modify mesh selections can use the API functions to synchronize or clear the UV selection state as needed.
Selection Mode¶
- Vertex:
1 Select vertices.
- Edge:
2 Select edges.
- Face:
3 Select faces.
If Sync Selection is enabled, you can hold Shift while clicking a selection mode to activate multiple ones at the same time, or Ctrl to expand/contract the selection.
See also
UV Island Selection¶
Reference
- Mode:
Edit Mode
- Menu:
- Shortcut:
4
Select contiguous groups of faces that are connected in the UV map.
Sticky Selection Mode¶
Options for automatically selecting additional UV vertices. Only available for Face select mode or if Sync Selection is disabled.
- Disabled
Each UV vertex can be selected independently of the others.
- Shared Location
Automatically select UV vertices that correspond to the same mesh vertex and have the same UV coordinates. This is the default and gives the illusion that multiple faces in a UV map can share the same vertex; in reality, they have separate vertices that overlap.
- Shared Vertex
Automatically select UV vertices that correspond to the same mesh vertex, even if they have different UV coordinates. This is also the behavior when Sync Selection is enabled.
Shortest Path¶
Reference
- Mode:
Edit Mode
- Menu:
- Shortcut:
Ctrl-LMB
Selects all the UV elements along the shortest path between two elements: the two selected elements when activated using the menu, or the active one and the clicked one when activated using the shortcut.
- Face Stepping
For vertices: allows the path to step across faces, following their diagonal rather than their edges.
For edges: selects disconnected edges that are perpendicular to the path (edge ring), rather than connected edges along the path (edge loop).
For faces: allows the path to go through faces that only share a vertex, rather than an edge.
- Topology Distance
Calculates the distance by simply counting edges rather than measuring their lengths.
- Fill Region Shift-Ctrl-LMB
Selects all shortest paths (rather than just one).
- Dashed Line Options
Allows to only select elements at regular intervals, creating a “dashed line” rather than a continuous one.
- Deselected
The number of deselected elements in the repetitive sequence.
- Selected
The number of selected elements in the repetitive sequence.
- Offset
The number of elements to offset the sequence by.
See also
Mesh edit Select Shortest Path.
Select Edge Loop¶
Reference
- Mode:
Edit Mode
- Shortcut:
Alt-LMB, or Shift-Alt-LMB for extending the existing selection.
Holding Alt while clicking an edge selects that edge and then expands the selection as far as possible in the two directions parallel to it. (While this of course works for selecting edge “loops” that go all the way around a mesh, it also works if there’s no loop.)
You can additionally hold Shift to extend the current selection rather than replacing it.
See also
Mesh edit Select Edge Loops.
Select Edge Ring¶
Reference
- Mode:
Edit Mode
- Shortcut:
Ctrl-Alt-LMB, or Shift-Ctrl-Alt-LMB for extending the existing selection.
Holding Ctrl-Alt while clicking an edge selects that edge and then expands the selection as far as possible in the two directions perpendicular to it. (While this of course works for selecting edge “rings” that go all the way around a mesh, it also works if there’s no ring.)
You can additionally hold Shift to extend the current selection rather than replacing it.
See also
Mesh edit Select Edge Rings.