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[ 3dsMax <> UVLayout ] UVPipe mod by miauu

 
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miauu



Posts: 2
Joined: 09 May 2013

PostPosted: Thu May 09, 2013 12:10 pm    Post subject: [ 3dsMax <> UVLayout ] UVPipe mod by miauu Reply with quote

This script will allow you to send the selected objects to UVLayout and get them back.
This is useful when you wants to have more than one object in the same UV square.
All editable poly objects from the selection(selected objects or groups) will be sent to UVlayout.

It's a modified version of Norman "Norman3D" Schaar's script, which is modified version of Robert Fletcher's script.



Changes made by me:

Now you can send to and receive from UVLayout more than one object, not only one, as it is in the previous versions of the script. Idea Zarko Bojkovski.
The groups(nested also) are supported.

Changes made by Norman3D:

User will now be given the choice to close UVLayout if the object was deleted while editing.
Rewrote script to support modifiers and avoid colapssing of the stack.
UVPipe will attempt to find uvlayout.exe automatically.
Moved creation of temp and config files to User directories to avoid write-errors due to lack of admin rights in restricted environments, typically at work.
Rewrote the functions so that no "temp" mesh is left behind in the max scene while editing.
Objects with spaces in their names can now be send to UVLayout.
Removed tiling button.
Various bug fixes.

Installation: Drag and Drop the UVPipe_mod_by_miauu.mzp file on 3dsMax. A button will be automatically added to the Main Toolbar.

Version Requirement: 3ds Max 2008 and up.



UVPipe_mod_by_miauu.zip
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 Filename:  UVPipe_mod_by_miauu.zip
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headus
Site Admin


Posts: 2833
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Thu May 09, 2013 5:10 pm    Post subject: Reply with quote

Thanks for sharing your work with other 3DS users!

Phil
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miauu



Posts: 2
Joined: 09 May 2013

PostPosted: Thu May 09, 2013 7:46 pm    Post subject: Reply with quote

I hope they will find the script useful. Smile
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AnatolM



Posts: 4
Joined: 01 Sep 2010

PostPosted: Thu Feb 27, 2014 2:41 am    Post subject: Reply with quote

Nice idea, but during the sending back - UV's are splitted unfortaunatly with this script
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haueryou26



Posts: 1
Joined: 19 Jun 2014

PostPosted: Thu Jun 19, 2014 8:27 am    Post subject: UVPipe Script Crash when creating UV Set 2 and 3 Reply with quote

They Guys, Im using 3d Max 2014 and when i use UV Pipe it seems to work with Uv set 1 but Uv Set 2 and 3 Crash when you send the asset back to max. I attached the Script crash. Any Ideas how to fix this?


UVPipe_UVSet_2_bug.PNG
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UVPipe_UVSet_2_bug.PNG


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zig113



Posts: 1
Joined: 26 Sep 2014

PostPosted: Fri Sep 26, 2014 9:16 am    Post subject: Getting an error running plugin with Max 2015 Reply with quote

Plugin doesnt seem to want to work with 3dsmax 2015, any help would be appreciated.

-Z



UVPipe.ms - MAXScript.png
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UVPipe.ms - MAXScript.png


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Asimov



Posts: 14
Joined: 03 Apr 2015

PostPosted: Sat Apr 04, 2015 9:38 am    Post subject: Max 2015 Reply with quote

I am using max 2015 and when I send the uvs back to max they look ok in the uv editor, but if I add a checkerboard pattern to my model they are stretched and squashed all over the place in 3ds max and yet the check pattern in uvlayout is fine.

Would love to see this working properly. it will be the difference between me buying headus and not buying.
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angel_a



Posts: 1
Joined: 09 Dec 2016

PostPosted: Fri Dec 09, 2016 8:30 am    Post subject: Stretched unwrap in 3ds max 2011 Reply with quote

Hi! I use 3ds max 2011 and this plugin, while testing headus. But after I revert (send back) unwrapped model to 3ds max - it is streched, distorted. Only way I managed to do - saving obj from headus. It is not what I expected. Can this be fixed?
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