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Mesh Morpher documentation

Transform UVs

1 page · exported 2026-09-06 · https://meshmorpher.com/docs/studio-and-graph/uv/transform-uvs

Studio and Graph › UV

Transform UVs

Rotates, scales, offsets and flips the UVs of one channel, either across the whole mesh or on the islands a selection touches.

Transform UVs node

The Transform UVs node

When to use it

Rotates, scales, offsets and flips the UVs of one channel, either across the whole mesh or on the islands a selection touches.

The small manual correction that every unwrap eventually needs, and the only one of these operations that has no equivalent anywhere else in the graph: turning a strip upright so its texel grid lines up with the texture, nudging an island off a tile border, mirroring a decal, or scaling a channel into a UDIM tile.

The transform is applied in the order flip, scale, rotate about the pivot, then offset - which is the order that makes the numbers in the details panel mean what they say.

How to use it

  1. 1

    Connect a mesh that already has UVs

  2. 2

    Optionally connect Weights to limit the change to the selected islands

  3. 3

    Set rotation / scale / offset and click Apply

Pins

Pin Type Description
Mesh Mesh The mesh to transform. It needs UVs in the chosen channel already.
Weights Weight Map Optional. Move only the islands this selection touches. Leave it empty to move the whole channel.
Rotation Number Rotation in degrees, taken from the graph instead of the details panel.
Scale U Number Scale U, taken from the graph instead of the details panel.
Scale V Number Scale V, taken from the graph instead of the details panel.
Offset U Number Offset U, taken from the graph instead of the details panel. 1 moves a whole tile.
Offset V Number Offset V, taken from the graph instead of the details panel. 1 moves a whole tile.
Pin Type Description
Mesh Mesh The mesh with the chosen channel transformed. The other channels come out untouched.

Settings

Setting Type Description
UV Channel Whole number Which UV channel to transform. The others come out untouched.
Pivot Choice What the rotation, scale and flip happen around. Get this wrong and a rotation swings the island across the atlas instead of turning it on the spot.
Custom Pivot U Number U coordinate of the pivot point.
Custom Pivot V Number V coordinate of the pivot point.
Rotation Degrees Number Counter-clockwise rotation about the pivot, in degrees.
Scale U Number Scale along U about the pivot. 1 = unchanged.
Scale V Number Scale along V about the pivot. 1 = unchanged.
Offset U Number Slides the UVs along U, applied last. 1 moves a whole tile.
Offset V Number Slides the UVs along V, applied last. 1 moves a whole tile.
Flip U True/False Mirrors across the pivot's V axis. Anything directional in the texture, lettering above all, will read backwards afterwards.
Flip V True/False Mirrors across the pivot's U axis. Same backwards-texture catch as Flip U.
Selection Threshold Number A vertex counts as selected once its weight reaches this. Only read when something is plugged into Weights.
Affect Whole Islands True/False Grows the selection out to whole UV islands before transforming. Leave it on. An island is one continuous patch of texture, and moving half of it tears the patch open - which nothing in the viewport shows you until you bake. Turn it off only when you actually want to shear a region's UVs.