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twocust
Posts: 77
Joined: 25 Feb 2006
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Posted: Tue Jul 11, 2006 7:10 pm Post subject: |
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Howdy Phil...newest beta is rockin
2 questions:
-Is it possible to also assign a "show all shells" button once you've hidden some
(or is the only technique to "undo") ?
-How would one go about creating non-square (but rectangular, obviously) UV
mapping templates (for example, I've got a model of some wainscoating mapped
and it takes up 1/2 of a 1024X1024 map, so in terms of efficiency, I'm wasting
512X1024 of the necessary texture area)?
cheers!
twocust |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Tue Jul 11, 2006 8:06 pm Post subject: |
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twocust wrote: | Howdy Phil...newest beta is rockin :) |
Excellent! Actually, I'm just adding the finishing touches to the next one which
fixes a crash bug (RE this post), and improves (I hope) the initial flattening right after a piece is dropped.
Quote: | "show all shells" button |
The h-u hotkey sequence when in the "3D" view will show all shells, h-u in
the "UV" view will show all flattened shells, and h-u in the "Ed" view will show
all un-flattened shells.
Quote: | How would one go about creating non-square (but rectangular,... |
Hmmm, tricky. There's no way I can think of to do this currently ... I'll see if I can
include something in the next release.
Phil |
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twocust
Posts: 77
Joined: 25 Feb 2006
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Posted: Tue Jul 11, 2006 11:42 pm Post subject: |
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thanks for the tip on the hiding (I'd hit the 'u' key numerously and saw nothing in
3d-view, then I switched to UV-edit view and saw the shells, went back to 3d-view
and found I'd somehow managed to scale/rotate the model out of view )
will look forward to the new beta as well...
as to my question about rectangular maps, I thought it might be a strong feature,
given that the trade-off (in my particular example) is to just have more seams, but
full usage of the "square" 1024X1024 map. However, if you figured a way to allow
the creation of maps that were either 512X1024 or 1024X512, the mapping would
better relate to my actual model (probably handy for tricky game texturers as well).
just trying to keep you busy, ya know.
twocust |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Sat Jul 15, 2006 1:08 am Post subject: |
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twocust wrote: | ... if you figured a way to allow the creation of maps that were either 512X1024 or 1024X512, |
OK, I just uploaded v1.13 ... in there you can scale the UVs, so what you'd do is
get everything nice and flat in one half of the unit square, then scale the UVs up
by 2 in one direction to fill the rest of the space. If you then want to edit/re-flatten
at a latter stage, squash it back down by 0.5, do your edit, then back up by 2. I
think that'll do what you want.
Phil |
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moochie
Posts: 105
Joined: 13 Jul 2006
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Posted: Wed Jul 19, 2006 2:33 pm Post subject: |
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Hi .. great prog! I'll be getting my dongle ordered this w/e.
When I bloat (Shift+F) the view screen zooms into the selected piece, and as it unwraps the section often extends beyond the window. I then have to zoom out after I stop the flattening before I can select the next part. This seems an unnecessary extra step .. not a major issue and I assume there's a logic behind it, but thought I'd mention it. I'd prefer it if the view remained the same whilst bloating is in process as I can zoom in to check any bits that need attention afterwards. Cheers.
D'oh .. I wrote out a long question about preserving groups in an obj .. but it's all answered in the v1.8 movie.  |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Wed Jul 19, 2006 5:29 pm Post subject: |
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moochie wrote: | Hi .. great prog! I'll be getting my dongle ordered this w/e. |
Thanks for the support! We're heading off on a whirl-wind world tour in a couple of
days, but will still be able to ship dongles out to anyone who buys over those few
weeks.
Quote: | ...I then have to zoom out after I stop the flattening before I can select the next part. ... |
A quick way to do that (i.e. zoom out) is to hit the Home key with the mouse pointer
in empty space. That'll change the view so everything is in the window.
Phil |
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Xena
Posts: 22
Joined: 05 Jan 2006
Location: Australia
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Posted: Wed Jul 19, 2006 7:57 pm Post subject: |
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headus wrote: | We're heading off on a whirl-wind world tour in a couple of
days, |
Have a great time!  |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Thu Jul 20, 2006 12:41 am Post subject: |
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Xena wrote: | Have a great time! :D |
Will do! All our hotels along the way have wifi, so I should be able to keep up with
emails and any questions people have on the forum.
Phil |
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Greenlaw
Posts: 5
Joined: 06 Apr 2006
Location: Los Angeles, CA, USA
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Posted: Sun Aug 06, 2006 9:13 pm Post subject: |
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Hi,
Sometimes when I open a previously saved .uvl file, a shell will appear 'inactive'. That is, it's completely shaded white and I can't seem to preview a grid pattern across that shell. The fix seems to be to reflatten the shell, but of course this really isn't an acceptable solution. This problem seems to be random, but I'm running into it pretty frequently.
It's not too serious as I can still edit the shells, but unless I reflatten the shell I can't see any error indictors or preview a grid pattern on it. Needless to say, this can get frustrating.
Has anybody else run into this problem? Do you know why it happens, or have a solution?
Thanks in advance for any helpful suggestions.
Best,
DRG
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D.R. Greenlaw
Senior Digital Artist
Rhythm & Hues Studios - The Box
www.rhythm.com |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Sun Aug 06, 2006 9:26 pm Post subject: |
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Greenlaw wrote: | ...Do you know why it happens ... |
I remember seeing something like that when the scale of the input meshes
were very small. I thought I had fixed all of those problems, but this one might
be related somehow.
I've added it to my job/bug tracker and will take a look sometime next week once
I'm back in the office (I'm still travelling back from siggraph this week).
Phil |
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Greenlaw
Posts: 5
Joined: 06 Apr 2006
Location: Los Angeles, CA, USA
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Posted: Sun Aug 06, 2006 10:14 pm Post subject: |
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Thanks for the immediate reply Phil.
The problem might have to do with scale--we work with a few different 3D apps and each one seems to use very different units for measurement. Maybe a size conversion feature could be added to UVLayout's Load/Save panels to compensate for the differences? Just a thought.
Have a safe trip home!
-DRG
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D.R. Greenlaw
Senior Digital Artist
Rhythm & Hues Studios - The Box
www.rhythm.com |
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Littlefox
Posts: 33
Joined: 07 Mar 2006
Location: Oklahoma
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Posted: Wed Sep 20, 2006 7:27 pm Post subject: |
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Another wish for ya
Okay we have stacking to get those lovely pieces identical but is there any way to add an update where you can get one side exactly like you want, select the symmetric points on each, then have the outline transfered to the second rather than averaging the two?
I ask cause I'm fighting with some toes right now and separating those little things on both of them just so that I can symmetrize em without them recrossing is a bit of a pain. |
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Xena
Posts: 22
Joined: 05 Jan 2006
Location: Australia
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Posted: Wed Sep 20, 2006 9:07 pm Post subject: |
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Oooh, I'll second that. It'd be quite handy for all sorts of things  |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Thu Sep 21, 2006 2:44 am Post subject: |
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Done! I have to finish off a couple of other things, but should be able to build a new installer sometime tomorrow.
Phil |
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Littlefox
Posts: 33
Joined: 07 Mar 2006
Location: Oklahoma
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Posted: Thu Sep 21, 2006 3:11 am Post subject: |
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Oh heavens your fast! THANK YOU!!!!!!!!!!!!!!! *HUGS*!!!!! |
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