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headus 3D scans

Current Bug/Wish List
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Littlefox



Posts: 33
Joined: 07 Mar 2006
Location: Oklahoma

PostPosted: Tue Mar 07, 2006 9:09 pm    Post subject: Requests ;) Reply with quote

Couple of odd requests, just starting out so mistakes are easy....
An unselect all for welding selections....I accidentally selected the entire edge of the weld section and couldn't find any way to unselect short of BSing every last one of em or reloading.... Though I may have missed the how to do this Wink

Rescale..... Accidentally scaled a piece down in size after I had it just like I wanted it, now I need to join it to another piece and they aren't exactly the same sizeso things are being a might wonky.... Also one that I may have missed in the keys Wink

Had a small odd glitch show up but I can't seem to repeat it... was welding two edges and my guess is I missed one of the joining lines because when I welded, one of the polys was twisted into a figure 8 and I couldn't for the life of me get it to turn loose and rejoin correctly. If I get ot to do it again I'll post it.
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headus
Site Admin


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

PostPosted: Tue Mar 07, 2006 9:44 pm    Post subject: Reply with quote

You can use Shift-W to unselect as well as select; just aim the mouse pointer
at the red weld edges and type Shift-W to unselect all connected weld edhes.

If you accidentally scale a piece, just scale it back up again :-) Thats Space-RMB
or Space-LMB+MMB.

And finally, yes, if you miss a weld edge in the middle sometimes that can really
mess things up. Thats why the 'w' at each end and Shift-W in the middle is currently
more reliable than running the 'w' key all over the edge. If you do get one of these
odd internal seams, you can sometimes fix them by cutting back in from the boundary
with 'c', then weld back out again with 'w'.

Phil
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Littlefox



Posts: 33
Joined: 07 Mar 2006
Location: Oklahoma

PostPosted: Tue Mar 07, 2006 10:04 pm    Post subject: Reply with quote

Ah ! Ya see I knew I was missing something Wink Thank you! Was having the devil of a time reproducing the Shift W unselect by accident ;P
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swfree



Posts: 2
Joined: 20 Mar 2006

PostPosted: Mon Mar 20, 2006 4:47 pm    Post subject: i have a problem with uvlayout not showing up Reply with quote

im not sure if this belongs here.

i double click the exe, and nothing happens. uvlayout shows up in the task manager with 3448k memory usage and 0% cpu time. i cant even alt tab to it.

im running windows xp sp2
mobo with via chipset
amd xp 2400+
1024 mb ram
ati 9600 agp 256mb ram

DX 9.0c
newest gfx card drivers
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headus
Site Admin


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

PostPosted: Mon Mar 20, 2006 7:02 pm    Post subject: Re: i have a problem with uvlayout not showing up Reply with quote

swfree wrote:
i double click the exe...

So you mean the "iuvlayout*.exe" installer, or an exe in the install folders? If its the
later (running an exe directly out of the "program files/headus uvlayout" folder) then
that's probably your problem there ... you need to run uvlayout through the desktop
icon ... drag'n'drop OBJ files onto it to get it going.

Phil
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swfree



Posts: 2
Joined: 20 Mar 2006

PostPosted: Tue Mar 21, 2006 7:10 am    Post subject: Reply with quote

yes, the exe of the installed programm. the one in the start menu does nothing, and i have no desktop icon.

Last edited by swfree on Tue Mar 21, 2006 9:12 am; edited 1 time in total
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Littlefox



Posts: 33
Joined: 07 Mar 2006
Location: Oklahoma

PostPosted: Tue Mar 21, 2006 8:03 am    Post subject: Reply with quote

Went on a marathon UV session last week and came up with a couple of things for the wish list, though don't know if anyone's mentioned them....

Some way to exactly rotate a part piece.. Trying to eyeball a 45, 90 or a 180 is just evil! Wink Especially when you're trying to preserve symmetry and a straight center line Wink

Flip Horizontal, Flip Vertical of shells...

Multiple Shell sellection for flattening & optomizing.... Leastwise till Symmetry is up and running..... Optomizing works great but unfortunately it runs on everything thats in the UV space thats been flattened and when you've got 2/3rds of the mapping done and you're only trying to get the two arms identically smooth without messing with all the rest of your work.... eeeeeeee!!! f one, f the other, f one, f the other..... if you f space, you can only pray they'll turn out even ;P

Those said, Lordy, I love this program! The moment you get symmetry running I'm going to uninstall DeepUV as a pointless waste of space! Wink
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headus
Site Admin


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

PostPosted: Tue Mar 21, 2006 5:53 pm    Post subject: Reply with quote

swfree wrote:
yes, the exe of the installed programm. the one in the start menu does nothing, and i have no desktop icon.


OK, sounds to me like the install hasnt worked somehow. Use the control
panel add/remove programs to remove uvlayout, then re-install from the
iuvlayout.exe file.

Phil
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headus
Site Admin


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

PostPosted: Tue Mar 21, 2006 6:10 pm    Post subject: Reply with quote

Littlefox wrote:
Some way to exactly rotate a part piece.

One undocumented feature is that holding down the Tab key while
rotating gives you finer control. And another trick is to use the sides of the
window as a guide, and so you could pan your view so the center-line of
your shell goes down say the left side of the window, then use the finer
rotate to make it perfectly vertical. Anyway, that'll help until I get the
symmetry tool written.

Quote:
Flip Horizontal, Flip Vertical of shells...

Yes, I expect that'll be part of the "gaming" tools, along with things like edge
straightening and the ability to lock shells together for matched flattening and
texture space sharing.

Quote:
Multiple Shell sellection for flattening & optomizing[

Good point ... someone else suggested the same thing, the ability to select
or remove shells from the optimize list too, so I can see a bunch of others
are probably having the same problems. I'll have a look at that asap!

Phil
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headus
Site Admin


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

PostPosted: Thu Mar 23, 2006 1:18 am    Post subject: Reply with quote

Littlefox wrote:
Multiple Shell sellection for flattening & optomizing

Done! Have a look at http://www.headus.com/phpbb/viewtopic.php?p=598#598 for details.

Phil
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SMcQ



Posts: 9
Joined: 30 Mar 2006

PostPosted: Fri Apr 28, 2006 3:22 pm    Post subject: background image? Reply with quote

Phil,

I didn't see on your wish list the ability to show a background image. It would be extremely useful to be able to fit UVs to certain textures. Even without optimal flattening, the color shading would allow assessment of distortion tradeoffs.

SMcQ
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headus
Site Admin


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

PostPosted: Fri Apr 28, 2006 6:06 pm    Post subject: Re: background image? Reply with quote

SMcQ wrote:
show a background image

Good idea! It shouldnt be too hard. I'm just about to release v1.11, so it
probably wont make it into that, but I could probably add it for whenever the
next one after that is.

Phil
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Littlefox



Posts: 33
Joined: 07 Mar 2006
Location: Oklahoma

PostPosted: Fri May 19, 2006 2:41 pm    Post subject: Reply with quote

This may or may not have been covered in the wish list under the straighten idea but here goes....

I frequently do 'hair' via poly modeling and its a great thing to have it flatten out into a rectangle so you can reuse hair textures pretty quickly without having to mangle them into new shapes each time. Currently I have to UVMap a square or cylinder then shape it and live with however the bandsaw, beveling, etc and shaping will distort the map horribly while keeping it square, layering points on top of each other and all manner of weirdness. Outside of going point by point and translating (ICK) it's kinda hard to flatten it out once it's started doing that, and all relaxers currently out there either warp the shape or keep the edge intact and clean up the center.... it works but only if you don't ever see the roots ;P

So knowing this is there any way to make a setting that rectangularly optomizes... maybe selecting the top edge and the bottom edge and giving it a right good snap then straightening the 4 edges, pinning and flattening from there?


Thought I'd ask Wink
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twocust



Posts: 77
Joined: 25 Feb 2006

PostPosted: Sat May 20, 2006 11:13 am    Post subject: webbing functional addition Reply with quote

Howdy Phil,

Excellent job on the "webbing" tool...I'm finding it to be most useful. Wink

One slight request/enhancement would be if it were possible to uniformly shrink
the size of the webbing polygons so that neighboring polys (in the eye, for instance)
could get a little more real estate. As I say, tho...pretty slight.

I'm starting to feel kinda jealous of those beta users that still haven't "early adopted"
and ponied up for this awesome piece of software...they are getting a damn good
deal of functionality. Laughing

Kind regards,

twocust
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headus
Site Admin


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

PostPosted: Sat May 20, 2006 10:24 pm    Post subject: Re: webbing functional addition Reply with quote

twocust wrote:
... possible to uniformly shrink
the size of the webbing polygons ...

Yes, I was thinking about that too ... maybe a variable shrink in the U and V
directions might work better, for example, between the fingers you want the
length of the webbing to stay the same while allowing for some reduction
in the width. I'll try and get it into the next release.

Quote:
... feel kinda jealous of those beta users that still haven't "early adopted"

But see how the thing you asked for got pushed up the list ... there are
some benefits to having bought a pre-release license :-)

Phil
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