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headus 3D scans

importing UVs?

 
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bone



Posts: 6
Joined: 29 Jul 2008

PostPosted: Wed Aug 13, 2008 1:32 am    Post subject: importing UVs? Reply with quote

Well, here's my problem
say, i had flattened uv of full body of character using lots of pin points, local scaling, the "I" key, "K" key... you know those proprietary tools using uvlayout.. and saved it as .uvl format.
and after i've done that couple hrs of hard work, i found out that i had to change the topology of the character for some reason.
but since i can't import obj files when uvl file is loaded i cannot apply those 'edits' into new topology which is very frustrating because when i execute copy uv command through importing two objects through .obj file i can't preserve those edit points that i've made to uv of original mesh...so, flatten or doing run for optimize command to the uv of that fixed mesh will flatten back to original status before i have done that edits...which make me think that copy uv command could become rather meaningless in this way.
is there any workaround to solve this workflow? or am i the only one just don't know how to figure this out?

another thing..
maya plugin stopped working after updated to 2.02.02.. it used to work until 2.02.01..I've changed home dir in preference, maybe that has something to do with that?
if i press send button script editor showing me "Error: No object matches name:.." thingy and sometimes it works only if i explicitly select the shape node of the mesh and press send button...for now the only way to load object is if i select mesh and press 'run' button again,it will load the object correctly while launching another instance of uvlayout..and I have no idea why but it works that way.(btw I'm using maya 2008 ext2 64-bit windows version)
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headus
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Posts: 2898
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Wed Aug 13, 2008 3:00 am    Post subject: Re: importing UVs? Reply with quote

"is there any workaround to solve this workflow?"

What you'll need to do is pin all UVs in the target mesh right after you've done that first copy from the original source mesh. Then when you flatten and weld in the remaining areas of modified topology, only those UVs will be affected by any further flattening. If you're looking at the "Copy UVs 2" video, then the point you'd pin the UVs is right at the end, where I have the modified eyes and nostrils flattened and ready to weld into the holes in the target mesh.

This doesn't solve the problem though that all the special UVLayout information (local scaling, edge tags) is lost; currently there's no way around this. The "Reshape" tool preserves all of this info when it copies, but it only works between meshes of matching topology ... not much use to you! I'll have a look at combining the two tools so you can copy UVs and the scaling/tags info between meshes.

"maya plugin stopped working after updated to 2.02.02.. it used to work until 2.02.01..I've changed home dir in preference,"

Hmmm, I have to admit I didn't check the plugin after making that change, so it very well could be the culprit! I'll fix this ASAP.

Phil
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headus
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Posts: 2898
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Wed Aug 13, 2008 5:24 pm    Post subject: Reply with quote

"maya plugin stopped working after updated to 2.02.02."

Confirmed! Fixing it will be easy ... I'll upload a new installer later today. In the meantime, you can work around it by opening up the UVLayout Preferences panel, then click on the gray "Home" button which sets it to "???".

Phil
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bone



Posts: 6
Joined: 29 Jul 2008

PostPosted: Wed Aug 13, 2008 6:27 pm    Post subject: Reply with quote

aight, thanks for the fast response,
btw, hope that importing function would be implemented soon.
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headus
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Posts: 2898
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Wed Aug 13, 2008 10:19 pm    Post subject: Reply with quote

Plugin Send now fixed. See http://www.headus.com/phpbb/viewtopic.php?p=3140#3140 for details.

Phil
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