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headus 3D scans

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Xena



Posts: 22
Joined: 05 Jan 2006
Location: Australia

PostPosted: Sun Feb 05, 2006 2:42 am    Post subject: Reply with quote

Not sure if this has been requested or not ... some form of snap-to. I've noticed if you get the edging nice and straight then pin it, the resulting flatten is extra neat in the middle (had a tricky pair of boots to map), so to be able to snap the edging to some straight line would be great.
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headus
Site Admin


Posts: 2894
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Sun Feb 05, 2006 4:53 pm    Post subject: Reply with quote

Yes, edge straightening is a popular request, and is definitely on the list.

Phil
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Xena



Posts: 22
Joined: 05 Jan 2006
Location: Australia

PostPosted: Sun Feb 05, 2006 6:31 pm    Post subject: Reply with quote

Cool, thanks Phil Smile
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freeschwag



Posts: 4
Joined: 19 Dec 2005

PostPosted: Wed Feb 15, 2006 2:55 pm    Post subject: Reply with quote

Howdy.

Not sure if this has been requested yet, but it might be handy to have
some form of a visual grid built into the UV-space interface that helps with
line-up and UV adjustment (maybe even an option for on/off, for those
that don't need it).

Also connected to this, a way to move your UV's (the whole UV shell,
and/or maybe even pinned points) in a more accurate fashion and a
way to keep a shell "hot" for this movement.

For example, if I want to move 2 shells so they line up in UV-space, I
just toggle the grid on, select my shell I want to move as "hot", and hit
the appropriate arrow keys to make the shell move unit-by-unit to
where I need it.

Kind regards.

freeschwag
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headus
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Posts: 2894
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Wed Feb 15, 2006 5:11 pm    Post subject: Reply with quote

Thanks for the suggestions! Others have requested similar things before, so lack of
a grid is obviously a common frustration ... it shouldnt be too hard to do I think ...
I'll see if I can get them into the next release.

Phil
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freeschwag



Posts: 4
Joined: 19 Dec 2005

PostPosted: Sun Feb 19, 2006 10:54 am    Post subject: Reply with quote

Hey Phil,

Just wanted to pop in and say that your implementation of the grid looks
awesome! Nice job, indeed. Smile

Your software is actually making this UV-crapola fun, hehe.

Cheers.

freeschwag
(soon to be another new customer) Very Happy
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groblus



Posts: 1
Joined: 20 Jan 2006

PostPosted: Mon Feb 20, 2006 3:49 am    Post subject: Reply with quote

Hi.
New flattening algorithm is much quicker and it's more immune to falling into "pulsing loops" while flattening long but thin faces, but it tured out to produce overlapping uvs quite often. For example flattening a t-shirt with a "neck hole" used to be problematic due to unstable results (pulsing faces) prior to 1.9, but now it produces a stable result quite fast but the faces around the "neck hole" overlap. It's not a major problem or so, but it could be tweaked somehow withing the flatening algoritm itself (not by hand later on Very Happy)
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Steven Taylor



Posts: 7
Joined: 05 Jul 2005
Location: Boston

PostPosted: Mon Feb 20, 2006 5:16 pm    Post subject: new version Reply with quote

this tool just keeps getting better
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headus
Site Admin


Posts: 2894
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Mon Feb 20, 2006 5:32 pm    Post subject: Reply with quote

groblus wrote:
... but the faces around the "neck hole" overlap.

Yes, I have similar problems here with eye and mouth holes. I did have a thought
about that though ... uvlayout could put some sort of invisible geometry in the hole
to maintain the shape through the flattening process. You could try this yourself
by plugging all holes before giving the OBJ to uvlayout, then delete those faces
afterwards.

The other workaround is to use the 'p' and shift-p hotkeys to pin the points around
the hole before the flattening has gone too far and it starts overlapping.

Phil
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freeschwag



Posts: 4
Joined: 19 Dec 2005

PostPosted: Wed Feb 22, 2006 2:12 pm    Post subject: Reply with quote

yes, the "holes" issue can be a pain (ended up flattening them, then manually
moving points until red gets minimized).

Maybe it would be a nice option to have a "flatten with hole(s) filled" checkbox
... or have the user select the edges to fill with a hot-key (H=hole-filled, or
something) then UVlayout assumes that area to be solid geometry.

I'm finding faces and breasts seem to be the biggest problem areas even though
I try to split everything up first, then flatten, then join, then use smooth brush. I'm
still trying to find an ideal technique for minimizing the seams vs. the stretching
in the breast area....
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headus
Site Admin


Posts: 2894
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Wed Feb 22, 2006 5:47 pm    Post subject: Reply with quote

freeschwag wrote:
...option to have a "flatten with hole(s) filled"

Will do!

Quote:
... minimizing the seams vs. the stretching in the breast area....

Yes, basically you have to cut darts in from the side to help release some of
that tension. Tailors have faced the same problem for centuries of course, trying to
fit flat material to a curved shape.

Phil
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freeschwag



Posts: 4
Joined: 19 Dec 2005

PostPosted: Wed Feb 22, 2006 10:30 pm    Post subject: Reply with quote

Thanks for those visual tips, Phil. I was going to try that based upon what you'd
shown with version 1.9 and the fingernails example. My other attempts had involved
just seperating the breast area out and having the seam run where the underside of
the breasts and ribcage meet.

The only drawback I see with releasing the pressure via darting is that the
consequence is spending more effort trying to make the seams match nicely in
the texture itself (not insurmountable, but a bit of time wasted with the
back n' forth aspect when one is photo-texturing and not just painting the
textures on)....always tradeoffs, I reckon.

I'm eager to try out your solution to the eye/mouth/neck hole issue! Smile

Cheers.
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headus
Site Admin


Posts: 2894
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Wed Feb 22, 2006 11:38 pm    Post subject: Reply with quote

freeschwag wrote:
I'm eager to try out your solution to the eye/mouth/neck hole issue!

Ahhh, sorry, I meant "will add to list", so you might have to wait a few weeks.

Phil
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Hatred



Posts: 4
Joined: 13 Oct 2005

PostPosted: Sat Mar 04, 2006 8:46 am    Post subject: Reply with quote

hmmm i got problem, when im in UV mode and during sewing sometimes i mark wrong enge, is there any way to udo that? hitting c wont undo that, also hiting w on the same edge wont unmark it... is there any other way than sew and cut it again? did i missed it?
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headus
Site Admin


Posts: 2894
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Sat Mar 04, 2006 6:50 pm    Post subject: Reply with quote

Use Backspace to untag a 'w' edge when in UV mode. But you are right ... it would
make sense to be able to use 'c' as well! I'll add that to the list.

Phil
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