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Keeping vertice numbers / uniform scaling

 
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thomas fenger



Posts: 4
Joined: 08 Sep 2008

PostPosted: Mon Sep 08, 2008 8:15 am    Post subject: Keeping vertice numbers / uniform scaling Reply with quote

I'm testing UVLayout v2 on simple geometry.

I have 2 questions:

1; Can you maintain same vertice numbers through importing/exporting?

I'm using maya 8.5 64 bit and OBJ.

2; Can you non-uniform scale when arraanging flattened pieces in the uv editor?

Best regards Thomas
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headus
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Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Mon Sep 08, 2008 6:15 pm    Post subject: Re: Keeping vertice numbers / uniform scaling Reply with quote

"Can you maintain same vertice numbers"

UVLayout should be doing that anyway. The only time it might change the number and ordering of vertexes is when the "Clean" option is ticked in the UVLayout Load options window.

"Can you non-uniform scale"

Only via the "Move/Scale/Rotate" panel. Set different values for the U and V scale, LMB pick the shells you want change, then click the Scale button.

Phil
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thomas fenger



Posts: 4
Joined: 08 Sep 2008

PostPosted: Tue Sep 09, 2008 10:14 am    Post subject: Reply with quote

Thanks for the quick response !!!

"Can you maintain same vertice numbers"
The only time it might change the number and ordering of vertexes is when the "Clean" option is ticked in the UVLayout Load options window.


Then I guess I have involuntarily invented yet another way of renumbering the Vertexes (CV's).
The Clean option is not on, and my numbers still end up wrong.

I delete history on the object, export from Maya8,5 +64, through objExport, (Plugin version 6.5), load in UVLayout (clean option not on), do my UV editing, save as an *.obj file and reimport into maya.
And the numbers change, which means that blend shapes have to be remodelled because of difference in vert numbering.

What I'm doing wrong, is not clear to me; I'll attach a maya file (if I can), hoping this might shed some light on the issue. Thanks anyhow.

[size=12]"Can you non-uniform scale"
Via the "Move/Scale/Rotate" panel
[/size]

Gotcha; and it worked nicely !

Btw; the UV editing works really fantastic

Best Regards Thomas
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headus
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Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Tue Sep 09, 2008 4:05 pm    Post subject: Reply with quote

"blend shapes have to be remodelled because of difference in vert numbering."

I'd be checking Maya's OBJ export or import options ... there might be some option in there's that's changing the vertex order.

Also try the Maya to UVLayout transfer plugin ...

http://www.headus.com/phpbb/viewtopic.php?t=394

... because it copies the edited UVs back into the original object, preserving all the shaders etc, and that totally relies on the before and after meshes being exactly the same.

Phil
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thomas fenger



Posts: 4
Joined: 08 Sep 2008

PostPosted: Wed Sep 10, 2008 2:57 am    Post subject: Reply with quote

Thanks again for the quick help:

I'll have to wait a couple of days to get a mel guy to look at the error messages I get,
when I pres the shelf buttons.
I did redirect the path to where the programs installed, but maya can't still find the stuff.

It's probably mybad.

BR
Thomas
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headus
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Location: Perth, Australia

PostPosted: Wed Sep 10, 2008 9:59 pm    Post subject: Reply with quote

Upload your edited MEL script and I'll have a look at it if you want. The first syntax error is right where you would have changed the install path, so maybe a string quote got left off accidentally???

Phil
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thomas fenger



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Joined: 08 Sep 2008

PostPosted: Fri Sep 12, 2008 3:44 am    Post subject: Reply with quote

Hi.
I'll be checking it monday with a more experienced mel guy.
Not to waste anybody's time.
Thanks.
I'll be back with more when I'm up and running with the plugin maya version.
Best regards thomas
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