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Orient UVs by shell's world orientation

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I was wondering how one would go about laying out UVs based on the selected shells' world orientation.

Lets say I have an arbitrary boxy shape with chamfered edges. 

I would like to be able to box map the selected polys, stitch the shells together and then have all shells organized in the same orientation basically.

So regardless of them being aligned in world X Y or Z they need to end up in the same orientation in the UVs if that makes sense?

I attached a mockup from 3dsmax :)

Any ideas? Thanks!


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