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rickymaveety
Posts: 12
Joined: 14 Dec 2006
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Posted: Thu Dec 14, 2006 8:51 pm Post subject: Having problems with MMB commands |
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I have a mouse with a L and R button and a center wheel, which, I assume is my MMB. However, none of the MMB commands (such as the one that would allow me to move the shells away from each other) seem to work.
This means that I can never seem to come up with a workable map. My shells are always overlapping.
Another problem is that I can't see how to go about telling the program which shells I need to map. I have entered the options to have my map drawn at 1024x1024. but the only maps that are drawn are for those shells outside of the thick red lined square on the UV view work area.
This has led me to some really strange maps, none of which are useful. |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Thu Dec 14, 2006 9:24 pm Post subject: |
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Regarding your MMB problems, try opening up the Windows control panel for the mouse, and see if there some options for the wheel button actions. These are usually mouse dependent ... there's no options for the mouse on my dell desktop PC, but I have see them in the past on microsoft mouse control panels. You want to turn off any special actions I think.
If you have no joy with that, click on the "About UVLayout" button at the top of the main window, then Preferences, and set Mouse Buttons to 2. This will turn the right mouse button into the MMB, so you wont have to use the wheel button at all.
As far as the map output goes, that does sound like a bug. All flattened/colored shells in UV space should be drawn into the maps created.
Phil |
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rickymaveety
Posts: 12
Joined: 14 Dec 2006
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Posted: Fri Dec 15, 2006 8:08 am Post subject: |
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I tried setting the program to 2 buttons earlier (I should have mentioned that, sorry), but it did not work for me.
I will try going into the mouse settings and see what is up there.
I'm on the trial period right now, and I really need to become well versed enough with the program to see if it will work for me. So, time is of the essence. |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Fri Dec 15, 2006 5:01 pm Post subject: |
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During this beta period, you can have as many 30day licenses as you want. When your current one is about to expire, apply for a new one at uvlayout.com/try.
Phil |
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rickymaveety
Posts: 12
Joined: 14 Dec 2006
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Posted: Sat Dec 16, 2006 1:28 pm Post subject: |
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Oh, OK. I will keep using the beta until such time as I can find out whether the program as a whole will work on my machine. I really do need something that allows me to disassemble the models outside of my modeling program. |
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UVDan

Posts: 50
Joined: 11 Jan 2006
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Posted: Sat Jan 06, 2007 11:05 am Post subject: |
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Nice to see you over here rickymaveety. I am trying to get a hand on this app myself, but have not even gotten very far with it. I need to find the beginner tutorial in the help file. |
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rickymaveety
Posts: 12
Joined: 14 Dec 2006
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Posted: Sat Jan 06, 2007 3:27 pm Post subject: |
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Since I've been working on my mousie clothing project, I've been depending on UV Layout more and more.
I still use UV Mapper Pro a lot, especially since I figured out that I can "cut up" my models rather quickly by just doing an initial planar (or whatever) map of the outfit before I take the model into UV Layout.
It seems that UV Layout takes the edges of the map generated in UV Mapper and makes cuts out of them. It's actually a lot faster than cutting through the facets one by one.
But, man, when it comes to getting something nice and FLAT .... this program is the best. Bar none.
So, my workflow these days is UVMP (initial cuts), then UVL to flatten and arrange, then back into UVMP to assign materials and fine tune the arrangement of the layout. |
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