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headus 3D scans

LMB + Weld?

 
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Aliastasia



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Joined: 10 May 2010

PostPosted: Wed Mar 02, 2011 12:17 pm    Post subject: LMB + Weld? Reply with quote

Hiya,

In the UV View, is there any function like F>empty space>LMB for welding?
I just spent some time fixing someone's Deep UV'd wire, and I can't seem to find a multiweld function like you can do with F for mass-flattening or D for mass-dropping back into Ed View.

ta Smile

/A
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headus
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Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Wed Mar 02, 2011 6:52 pm    Post subject: Reply with quote

If your UV seams are all very close, then tick "Weld UVs" in the "Load Options" panel when you load the OBJ.

Otherwise you could try the "Weld Gaps" button in the "Segment" panel; that wont join together separated shells though, it just welds together narrow seams within a shell.

Phil
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Aliastasia



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Joined: 10 May 2010

PostPosted: Wed Mar 02, 2011 8:12 pm    Post subject: Reply with quote

I used some of those already - but I was hoping there was a weld like I defined - would have made welding faster, as my main issue wasn't mapping, but welding together FOR mapping, and it'd have been faster for me to go empty space>d>lmb, empty space>f>lmb, empty space>w>lmb, becausae all I'd have had to do was focus on the line the items were dropped on.

low-pri feature request?

/A
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headus
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PostPosted: Wed Mar 02, 2011 8:15 pm    Post subject: Reply with quote

Can you post or email a pic of the UVs you're having to fix up? I need to understand better what it is you're having to do.

Phil
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Aliastasia



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PostPosted: Wed Mar 02, 2011 8:21 pm    Post subject: Reply with quote

pm'd you - but trying to weld this together, faster
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headus
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PostPosted: Wed Mar 02, 2011 8:36 pm    Post subject: Reply with quote

Nasty! And so the "Weld UVs" load option doesn't do anything?

Phil
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Aliastasia



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PostPosted: Wed Mar 02, 2011 8:51 pm    Post subject: Reply with quote

nope - this is a Poly/edit/everything checked import, so all I've been doing is just welding it back together so a UV map actually CAN be generated

/A
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headus
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PostPosted: Wed Mar 02, 2011 8:56 pm    Post subject: Reply with quote

Are you able to email me the OBJ file? I see now that things aren't flattened, but am having a problem understanding why everything is turning out like you have there if there aren't any UVs? If there was seams in the geometry, they'd be blue and you wouldn't be able to weld them.

Phil
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Aliastasia



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PostPosted: Wed Mar 02, 2011 9:08 pm    Post subject: Reply with quote

Let me check, in the mean time, here is my workflow, explaining the lack of UVs:

* Opened original wire as New>everything checked - that's why it's got no UVs
* Flattened wire's head and torso in UVL. Was having issues w too much blue and red in areas I was struggling to solve w the toolkit, so I wondered if I should just relax it a little in Deep UV.
* Updated and saved wire out as obj1.obj
* Loaded obj1 in Deep UV
* DEEP UV just messed up the wire more, so I dropped it.
* Opened the wire in UVL again >Poly/Edit>everything checked.

It wasn't like this prior to export. the only change I made is the trip into Deep UV. I know how to fix this in a texture editor, but I also wanted to see if I could fix it in UVL, which i could. The welding it back together wasn't too much of a pain in the ass, I just wanted even faster Smile



/A
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headus
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PostPosted: Wed Mar 02, 2011 9:20 pm    Post subject: Reply with quote

Sorry, I shoulda gone to bed earlier last night, because I'm still not following 100%.

Is it that you've done some work in UVLayout, then taken the OBJ through DeepUV, then loaded the result of that back into UVLayout. Some of your mesh *does* have UVs, which you want to keep, but other parts don't have UVs (or crap ones) and you want to start from scratch just for some part of your mesh.

Maybe you need the Shift-D key? If you're in UV space, then Shift-D undrops shells. But if you then go back to the Ed view, use Shift-D *again* and it'll weld all those separate shells back together to give you the original mesh (as if loaded with New selected).

Phil
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Aliastasia



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PostPosted: Wed Mar 02, 2011 9:28 pm    Post subject: Reply with quote

No. Don't need shift+D Smile - I used that on a non-Deep UV'd wire, works fine .

I'll try sending you the wires as soon as I get permission

I also apologise for the initial someone's - I meant to convey a wire not my own, not someone else's mess.


/A
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headus
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PostPosted: Wed Mar 02, 2011 9:37 pm    Post subject: Reply with quote

I don't need the whole thing if it helps to get the release, just a chunk of it that's broken. Even a couple of spheres taken through the same workflow might be enough.

Phil
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Aliastasia



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PostPosted: Wed Mar 02, 2011 9:58 pm    Post subject: Reply with quote

Will do - give me a few, I just need to wait for vRay to finish an illustration render, it's hogging my resources

/A
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