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MODO Pelting Macro of Expanded Awesomeness

Hey Everyone,

My name is Brandon from The Foundry. Just wanted to stop in and show off a little MODO awesomeness!

Greg (MODO Creative Specialist) has gone ahead and made a script that makes pelt mapping so easy its a crime.

There will likely be a few versions of it. However, we wanted to throw it out there to see what kind of results you folks are getting from it.

https://drive.google.com/file/d/0BzBIO4PPUuInVUtyRFlCVUxGYUk/view?usp=sharing

There's an LXM file which is the macro and an LXO withe an edge selection set to make it easy to test.

Save the LXM to your scripts folder, open modo, open the included file or your own.

If you use the test file, Go to selection-use selection set while in edge component mode to select the edges to unwrap with, or select the edges yourself on your own file.

Run the script from system-run scripts, navigate to the location of the script and select it.

Magic ensues!

Let us know what you think and if it helps as feedback no matter the type which aids us greatly.

578519bb5d1cd6f200d29ac08ef17862.jpg

Brandon
MODO/MARI Indie Advocate
The Foundry

Replies

  • Dataday
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    Dataday polycounter lvl 8
    I can vouch for this macro, it's been making UVing a breeze... well breezier than it usually is in Modo.

    Speaking of Greg Brown.... Here he is at GDC giving at demo at the Epic booth.

    [ame]https://www.youtube.com/watch?v=bhSGeQmagcU[/ame]
  • Farfarer
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    It's pretty damn slow with my mesh of 13.5k tris, but the results are good.

    It has trouble with holes, though.

    I added "seal holes" to the macro for both unwrap and relax... seems to work for unwrap but relax ignores it for some reason...
  • pmiller001
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    pmiller001 greentooth
    Woah this is super cool
  • xeeshjuli
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    It's pretty damn slow with my mesh of 13.5k tris, but the results are good.
  • Greg_Brown
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    I've been playing around with some more complex examples and fleshing out a selection of scripts so a user could try many variations. The attached image is a 34k tris or so and it still unwraps beautifully.

    @ Farfarer

    What would you consider long? On this 34k mesh it took under 15 seconds to run. Would be nice if it was real time but considering the results 15 seconds or less seems pretty decent to me.

    There will be a selection of the scripts with seal holes on. Those scripts will be notated as such when it is all packaged up. I personally rarely use seal holes and create my own geometry for that. I find it gives me better results and I don't run into problems with say for instance an opening around the base of a neck or something like that.

    I'll look into the relax not using seal holes though. If it's on it should work.

    BTW since this is a macro and not a real script, it can be run in Modo Indie as well as Modo full.

    e21995b553ef89ce1730cdcf8392b793.jpg
  • Farfarer
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    Timed it by converting it to a Python script (same thing - just fires a list of commands) and timed it using clock() from the time module... took 55 seconds for my mesh.

    That's with seal holes on, but there's no speed difference between having that option on/off.
  • Greg_Brown
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    Farfarer wrote: »
    Timed it by converting it to a Python script (same thing - just fires a list of commands) and timed it using clock() from the time module... took 55 seconds for my mesh.

    That's with seal holes on, but there's no speed difference between having that option on/off.


    I actually timed it. My perception of time clearly is very poor. 20-30 seconds on my machine but I also do have a pretty heavily overclocked cpu so that may account for some of the difference.

    It's definitely worth looking into how we can speed that up.
  • Dataday
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    Dataday polycounter lvl 8
    Just came across this boolean addon by VLAZ. Fits nicely floating or docked onto the UI itself. Might as well share along with the UV macro.

    http://community.thefoundry.co.uk/discussion/topic.aspx?f=36&t=94894&page=0

    Zc9oJlxisHeuEd8g
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