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Gogitason
Posts: 5
Joined: 11 Feb 2007
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Posted: Tue Jul 31, 2007 11:47 pm Post subject: |
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Works great r_knightly
Thank you for your kind effort. |
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Hadesdareal
Posts: 4
Joined: 14 Aug 2007
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Posted: Wed Aug 15, 2007 11:33 pm Post subject: |
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Hi knightly
There is a great free .obj importer/exporter plugin for max :
So maybe you dont need to code a plug yourself?
http://www.guruware.at/main/main.html
Maybe you can get in contact with this guy ....this plugin works like a charm and is free!
Hades |
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r_knightly
Posts: 74
Joined: 29 Jun 2007
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Posted: Sat Aug 18, 2007 3:34 am Post subject: |
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that looks nice but its a bit of an overkill. My current version extracts only the mapping info from the .obj file and pumps it into the object your working on. Thanks for the heads up tho its appreciated
How do you find the plugin? |
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thestudio
Posts: 3
Joined: 29 Oct 2007
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Posted: Mon Oct 29, 2007 12:52 pm Post subject: |
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Has there been any additional work on this plugin since August? Can you post the latest and greatest version?
Thanks,
Jeremy |
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wadoman
Posts: 8
Joined: 05 Oct 2006
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Posted: Mon Nov 05, 2007 6:23 am Post subject: |
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Im interested as well. Thank you |
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BigErn

Posts: 20
Joined: 06 Nov 2007
Location: Perth, Australia
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Posted: Wed Nov 07, 2007 10:00 pm Post subject: |
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Hey r_knightly nice work on the Maxscript. I got it working but did have some problems with UVlayout crashing occasionally, and the UV`s not transfering back to Max after only UV`ing a part of the model and not the whole thing.
I tested a couple of primatives which worked very well.
Good Job though! Although I dont want to use Max, I have to get our "pipeline" working and this script certainly helps!
Thanks,
Paul |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Wed Nov 07, 2007 10:31 pm Post subject: |
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" UV`s not transfering back to Max after only UV`ing a part of the model and not the whole thing. "
In UVLayout, open up the Preferences panel and tick "Set All UVs on Save". That makes sure that *all* polys have UVs in the exported OBJ files, even if they haven't been flattened yet. They get dropped down into negative UV space, down and to the left of 0,0.
Phil |
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BigErn

Posts: 20
Joined: 06 Nov 2007
Location: Perth, Australia
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Posted: Wed Nov 07, 2007 11:39 pm Post subject: |
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headus wrote: |
In UVLayout, open up the Preferences panel and tick "Set All UVs on Save". That makes sure that *all* polys have UVs in the exported OBJ files, even if they haven't been flattened yet. They get dropped down into negative UV space, down and to the left of 0,0.
Phil |
I have that option clicked already and I`m sure I have seen this happen when I`m working in UVlayout standalone, but I have only got this problem in Max at the moment. I will be testing it out more in the future, today was just geting them working. thanks again Phil, will keep testing, see if I can find the true problem causing it. |
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r_knightly
Posts: 74
Joined: 29 Jun 2007
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Posted: Sun Nov 11, 2007 3:05 pm Post subject: |
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As usual time is the problem :[ development has been on hold im afraid. I've been too busy with modeling work and havent had the time to expand on it really. If someone has any good ideas or requests i havent considered id love to hear them n maybe ill force myself to find the time  |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Sun Nov 11, 2007 5:15 pm Post subject: |
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No need to feel bad, your efforts so far have saved me a heap of pain, and I'm sure plenty of others appreciate the plugin too!
Phil |
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stomps
Posts: 27
Joined: 13 Nov 2006
Location: Austin TX USA
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Posted: Tue Dec 02, 2008 12:20 pm Post subject: r_knightly I need your help |
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Hello r_Knightly,
your script was a life saver for me on my last project. using max and UV_pipe I was able to keep smoothing groups and vert colors. Now there has been an update to UVlayout and the script is not working as well as it use to. For some reason I can send work to uvlayout but getting it back I get an error "No UV's were recieved from UV Layout"
Could this be the script is not up to date with the current version of UVlayout???
For the record I did reinstall uvlayout and the first time I tried to send from max using UV_pipe it worked like it use to. I tried it a second time on a different mesh I got the error. I tried again to send the origional that worked previously but now it does not. For some reason UVlayout is corrupted now
I hope you can help me!
Tommy |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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r_knightly
Posts: 74
Joined: 29 Jun 2007
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Posted: Wed Jan 07, 2009 8:46 am Post subject: |
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There should be an update in the next few days. I've had some time to look at this again. and know a little more maxscript now than i did then
So far, i've got the importing working in a much cleaner manner. I'm using my own import code, so there is no need to adjust the standard export settings. also it now works better with stacks. in that i dosnt need to collapse the stack. It is however not perfect. Modifiers that change the topology can be troublesome.
I've been researching scripted modifiers in Max and i think that i can bundle all this into an extension of the unwrap_uvw modifier. as it seems to have the functionality i need for rebuilding the uv topology. If this works then I'll have a nice stack friendly modifier.
Cross your fingers  |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Wed Jan 07, 2009 5:45 pm Post subject: |
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Thanks for the coming update! I don't use Max myself, but there's a lot of UVLayout users who do, so it's definitely appreciated.
Phil |
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3dpipe
Posts: 4
Joined: 13 Jan 2009
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Posted: Tue Jan 13, 2009 8:27 am Post subject: |
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Hello,everybody im, a newbie sorry for bad english
i want to ask 2 Question
1st how to restart plug in
2nd this scipt for max version? |
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