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r_knightly
Posts: 74
Joined: 29 Jun 2007
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Posted: Wed Jul 18, 2007 3:17 pm Post subject: 3DSMax interface script V2 |
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I develop this script in my free time so please leave some feedback if this is or isnt working for you.
april-19th-2010
Material support added
Export bug causing first run uvs to be lost on second run fixed.
april-17th-2010
OK Version 2 is working pretty nicely for me now, im not calling this a final release as I would like you guys to give it a run and see how it works for you.
There are no exciting new features in this. its mainly a rewrite to make the script work better. it now supports Stacks and non editable_poly geometry.
Lots of import based bugs have been worked around by using my own import code.
I've tested this with ngons,tris and quads and it seems solid. This should mean no more camera jumps, rotated meshs and missing UV's which were caused by bad user prefs in the import plugin. If you could post Geometry I would appreciate it.
I can provide an email address to people who dont want to post geometry publicly
to Install
*Drag and Drop the mzp file onto your max viewport.
*Restart Max or browse to the scripts folder and manually run the script
*Go to Customize-> Customize User Interface
*Click the toolbars Tab
*Change the Category to "rt uv tools"
*Drag the "headus UV layout bridge" action onto your UI or add it to a new toolbar
*Close Customize UI
*Press the new Button
*A box will come up asking for your UVlayout.exe.
Your good to go.
This was written using max 2010 but it should work on earlier versions fine.
If you have an error post your max version and the listener output in this thread.
Description: |
Materials Exported, Bugs Fixed |
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uvpipe_2_beta_1.zip |
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4.48 KB |
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Last edited by r_knightly on Tue Apr 27, 2010 7:04 am; edited 21 times in total |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Wed Jul 18, 2007 6:36 pm Post subject: |
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Unfortunately we don't have Max installed here at headus, but thanks for sharing your script with everyone else!
Phil
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r_knightly
Posts: 74
Joined: 29 Jun 2007
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Posted: Thu Jul 19, 2007 12:19 am Post subject: |
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Hopefully ill be able to make it better. im looking into parsing .obj files at the moment. if i can get my artists brain around that ill just trasnfer the uvs directly, and it'll be more usefull
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3Dsam
Posts: 10
Joined: 17 Mar 2006
Location: France
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Posted: Thu Jul 19, 2007 8:58 am Post subject: |
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@r_knightly Thank you for your script.
I will test… and would return for possible errors.
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r_knightly
Posts: 74
Joined: 29 Jun 2007
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Posted: Sun Jul 22, 2007 9:42 am Post subject: Progress |
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Below is a video of the current version in action, its a huge step forward in comparison to the last version.
The working mesh is no longer replaced, the UVs are copied from the unwrapped object and injected into the working mesh.
The plugin now watches for UVLayout to send its result and automaticly updates.
To do:
Error checking
Iron out some kinks
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Mon Jul 23, 2007 12:01 am Post subject: |
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Looking good. Thanks!
Phil
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Gogitason
Posts: 5
Joined: 11 Feb 2007
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Posted: Mon Jul 23, 2007 2:39 am Post subject: |
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Great work r_knightly
I really appreciate you doing this.
Hope you're able to post this new script soon.
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3Dsam
Posts: 10
Joined: 17 Mar 2006
Location: France
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Posted: Mon Jul 23, 2007 4:07 am Post subject: |
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The video looked great and this script seems easy to use....
Thanks for developing this script and I hope that one will be able to test soon ..... Thank you
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r_knightly
Posts: 74
Joined: 29 Jun 2007
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Posted: Mon Jul 23, 2007 7:03 am Post subject: |
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The problem with the script at the moment is it can be quite unpredictable, some times it works great and others it gives corrupted uvs. This makes me dubious about releasing it yet.
In the state it is in at the moment, uvs are pumped directly into the basemesh. What i want to do when i get chance is recode this so that a uv_unwrap mod holds the data. this'll be far more stack friendly and id imagine more stable. Presently it only works with Editable polys, storing the info in the modifier really seems like what i need to do.
What ever happens I will release soon, if i cant iron it out to a good working script then perhaps i can find someone to help
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r_knightly
Posts: 74
Joined: 29 Jun 2007
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Posted: Sat Jul 28, 2007 4:53 am Post subject: A little update |
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Quote: | Max's OBJ exporter dosnt seem to like ngons and triangulates them :/ so it's breaking the face indexs on models with n-gons and also ruining their symmetry :/
This was causing my script to go nuts and crash max sometimes.
Read as: Im now having to write my own exporter code oh the fun of it all.
Oh yes and developement should pick up again next week as i've had a busy period these past couple of weeks and havent been able to spend time coding
Phil: can UVLayout accept more command line parameters than "-plugin"
it would be nice to be able to start it directly with the load options in the command line
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Update *CHECK First Post*
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Sat Jul 28, 2007 6:41 pm Post subject: |
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"... start it directly with the load options in the command line"
No worries, I can do that ... should be able to get it into the next release.
Phil
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3Dsam
Posts: 10
Joined: 17 Mar 2006
Location: France
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Posted: Sun Jul 29, 2007 2:12 am Post subject: |
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Hello here a first report….
First thing Sorry for my bad english...
Test with 3DS max 9 - 32 Bits and Win XP 32.
1) No problem for the installation of the scrip (in a Toolbars).
2) With a simple object (Editable Poly):
- No problem for export to UVLayout.
- With the importation, on an object polygonal, there is no more addition of additional edges (good thing…)
3) "As it stands this plugins will collapse your stack, so be prepared"........May be for a next release...
Just a question: “keep current UVs” tick box…
I do not understand the difference with or without?
3Dsam...
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r_knightly
Posts: 74
Joined: 29 Jun 2007
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Posted: Sun Jul 29, 2007 2:53 am Post subject: |
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Quote: | Just a question: “keep current UVs” tick box…
I do not understand the difference with or without? |
basicly if this is unchecked it discards your UVs when exporting to uvlayout. This is usefull when you want to start your uvs from scratch.
Its basicly taking the place of the new UV load option in UVlayout
Code: | 3) "As it stands this plugins will collapse your stack, so be prepared"........May be for a next release... :) |
its my plan to make the next release stack friendly. I also want
to do away with max's importer
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3Dsam
Posts: 10
Joined: 17 Mar 2006
Location: France
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Posted: Mon Jul 30, 2007 7:27 am Post subject: Bug or not bug...;-)) |
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Caution:
If in your work, you use the File menu > Import >….with the following parameters:
Texture coordinates = UnChecked
....these parameters are preserved.........and during the use of the scrip UVPipe, impossibility of importing UVs since UV Layout with Message Box "No UVs were recieved from UV Layout"
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r_knightly
Posts: 74
Joined: 29 Jun 2007
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Posted: Mon Jul 30, 2007 2:42 pm Post subject: |
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once i have my OBJ importer finished that wont be an issue anymore
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