ok, feel like a newbie asking this but I'm stuck with a UV problem in modo.
I have a model with all sorts of primitives all scaled, translated and placed differently in a scene. I want to planar map the whole lot of them from the front (lets say x) so that objects lower down appear lower in the map, and objects high up appear higher in the map.
that sounds pretty straightforward to me, but when I planar map all the separate objects, modo does them all individually instead of as a group- so an object might stretch the entire length of the map, superimposed over other objects- instead of appearing at the bottom or top.
I'm pretty sure in max or maya this would be easily doable so I'm hoping there's a way in modo *without* combining all the objects. I wish to preserve their translations individually
cheers!
-Rich
Replies
Select that option from the UV tools tab and then select the viewport you want to capture the viewport-positions-as-UV-coordinates from.
I think that's what you're after?
try creating a few seperate meshes, scatter them about a bit, select them all and do project from view. When I do it, same as the planar map, the objects are all mapped centered to the uv window (in fact, with just a test scene of scattered boxes, they are all assigned exactly the same UVs- from perspective, but only of maybe the first or last box selected)
Works fine if they're all one mesh, but if they're separate items it does strange stuff.
Then I'm not sure how to do it
But yeah, shame it's not like that straight up.