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mokosan
Posts: 150
Joined: 03 Apr 2006
Location: NZ
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Posted: Tue Feb 09, 2010 1:28 pm Post subject: unwrapping pipes |
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Hey Phil.
I made a rough pipe to demonstrate some of the difficulties I experience when unwrapping pipes which change angles.
Here is a quick video (and mesh) to show you how I am approaching these meshes.
http://www.box.net/shared/static/d6n8o1nzaf.rar
If there was a way to tag four corners and have it relax to a rectangle that could be handy, if it could tag them automatically that would be fantastic.
M |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Wed Feb 10, 2010 3:31 am Post subject: |
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OK, will look at these tomorrow ...
Phil |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Wed Feb 10, 2010 10:12 pm Post subject: |
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If you can bear to have yet another hotkey, I'm thinking "R" for some "rectangle" magic. It would look for corners and basically do what you're doing by hand there in the video, but with one key stroke. I'll start on it this afternoon ... I do have other things I should to be doing, but this looks like more fun :-)
Phil
Last edited by headus on Thu Feb 11, 2010 1:55 am; edited 1 time in total |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Thu Feb 11, 2010 1:54 am Post subject: |
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Here's the results so far ...
1) seam tagged with Shift-C
2) split with Enter
3) dropped to UV with D
4) make border rectangular with R
5) after optimize
6) final mapped UVs
So at the moment its just making the border edges rectangular and pinning them, and then you have to do an optimize to make the interior UVs move into place. Its a bit ugly, so I want to do something about calculating the interior points also when you tap "R", plus maybe applying the Crtl-I tags automatically as well.
Phil |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Fri Feb 12, 2010 12:59 am Post subject: |
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See below for the latest results. If the shell is a simple grid of quads, the "R" key now computes all the internal UVs, and "I" tags everything because an optimize is still needed to even things out.
I need to check it on some other examples, and maybe think about how to handle shells that aren't a simple grid of quads, but I should be able to upload this as a beta release early next week.
Phil |
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Rich-Art

Posts: 120
Joined: 29 Dec 2005
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Posted: Sat Feb 13, 2010 1:41 am Post subject: |
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That looks great Phil.
Peace,
Rich_Art.  |
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SLI_Fallen
Posts: 66
Joined: 19 Dec 2008
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Posted: Sat Feb 13, 2010 4:53 am Post subject: |
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Wow.
Thats laying some serious pipe. Seriously though. One often does not realize how some seemingly "simple" things could turn out to be not so simple. Great effort on user feedback, yet again! |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Mon Feb 15, 2010 6:24 pm Post subject: |
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Often the simple things are still fairly easy to flatten out, but if you have hundreds to do, then it gets nasty!
Here's some more work on the new "R" key ...
1) a pipe joiner
2) single tap of "R" key in Ed view marks candidates for rectangular mapping
3) end piece detached and split line added
4) dropped into UV space
5) single tap of "R" key flattens that out
6) final mapped UVs after optimize
Phil |
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Rich-Art

Posts: 120
Joined: 29 Dec 2005
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Posted: Mon Feb 15, 2010 10:18 pm Post subject: |
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cool.....
Peace,
Rich_Art.  |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Tue Feb 16, 2010 1:49 am Post subject: |
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If anyone wants to try the "R" key out, there's a new installer on the uvlayout.com Support Extras page. You'll find a quick video there too with no commentary, so watch the key stroke feedback thing at the top for usage pointers. I'll do a proper video when v2.06.03 gets "officially" released, which could be next week.
This release also adds the Shift-B key that mokosan asked for in another thread. It makes a shell bigger (you can set the amount under the Edit tab) and starts flattening. Hold Space to stop.
This release should also fix the "Space not stopping pack" bug.
Phil |
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Littlefox
Posts: 33
Joined: 07 Mar 2006
Location: Oklahoma
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Posted: Tue Feb 16, 2010 11:09 am Post subject: |
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*TACKLE HUGS* You are the best!!!! Oh I have been waiting for this, and perfect timing too as I'm about to start mapping another creation straight from the pits of hell that is really gunna need this.
THANK YOU!!!!! |
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