I know this isn't the place for tech support, BUT ... I'm trying to use that collision script above in Modo 801 SP1 and whenever I try to generate anything more than simple box collision I get:
Is there something I have to set in Modo config or whatever?
EDIT : Also, I've searched and searched and I can't find a thread about this script on the Luxology forums or anywhere else for that matter. Is there a spot where discussion about it is taking (or took) place? This seems to be the only spot on the internet where it's mentioned. :P
Looks like it's pointing at an old version of the OBJ loader preferences dialog command (these scripts were written for 501) and it now wants a units argument.
Thanks! That's closer as it doesn't give an error anymore. .. however, as soon as the progress bar hits 100%, Modo crashes without any sort of useful error message.
"You need to have polygons selected, otherwise it fails. It doesn't have any checks for not having any selection."
I think this was it. If I select polygons, it works great! Yay, super useful script, OMG..
EDIT : Ugh. It still crashes on some meshes. Whatever. It would be awesome to have something like this that was written in a solid manner. I'd pay good money for this functionality.
EDIT : Ugh. It still crashes on some meshes. Whatever. It would be awesome to have something like this that was written in a solid manner. I'd pay good money for this functionality.
It needs a "copy to child layer" as in this state it's just copying & pasting the convex on top of the mesh. Warren is right as it would be great to have something like this that works every time.
I will do some work on this over the weekend and see what I can come up with !
I'll see what I can do. Been on my backburner list for a while, just need to research it. I'd feel bad skimming this dude's code and I should do it as a C++ plugin anyway.
Still working through it, yeah. After having used it on fine projects, I've got another feature I want to add to it (after it's aligned everything, I'd like it to be able to stack all the loops +/-/centre bounds of their UV island) which might wind up being kinda complex to write. The code's a bit of a nightmare already :P
Audio updating the quick align so I can select an edge in each UV island and have it sign each one separately (currently it only does the first selected edge).
Huh, sounds quite cool. But yes, straightening islands is definitely important — It's pretty tedious to use the default straighten edge on every loop of an island. I'll be keeping an eye out for sure.
Is there some kind of "select similar" script which selects subobjects with the same length, area or number of vertices? I find this extremely useful in 3ds max.
What exactly is the action of UV to shape? Like converting a UV to actual geometry?
Why have your shapes unwraped on the grid ? because some people model with their textures laid down on the grid. Others achieve the same with the of use of camera projection.
Got it working. Turned out it wasn't saving my config correctly. Had to copy a random one from scripts and rename it "super_UVTools_hotSpotList.cfg" and clear out the text. Thanks!
peanut ... I don't get that one although I know a lot of people seem to like it. You don't get any control. With the existing loop tool, you click - drag the loop into place - release. I don't see why that's a slow process worthy of replacing with something that offers less control.
In fact, if you don't drag the loop afterwards, it's the exact same work flow. Click, loop placed.
too bad it only works with item mode. would be real nice to explode individual mesh chunks according to model continuity in a single item. And would be super cool if it could simultaneously explode case sensitive items that have identical names except for suffixes so no need to handpick low poly model to match with randomly exploded hipoly chunks. Right now I can't see uses of that script because this would require manual adjustment of either low or hi.
uhm isn't it a thing that comes with modo since at least a couple of releases? Named 'add loop' under Edge tab, or is there something different going on here?
Actually looking into it, should be able to get to work in selection modo and maybe a fire & forget mode that works on the morph map, would simplify things.
"uhm isn't it a thing that comes with modo since at least a couple of releases? Named 'add loop' under Edge tab, or is there something different going on here?"
Hello IGI
It's almost the same but you get to map automated cuts to 3 hotkeys, i took "ctrl + LMB/MMB/RMB" namely for (Free/Mirror/50%)
"You don't get any control. With the existing loop tool, you click - drag the loop into place - release. I don't see why that's a slow process worthy of replacing with something that offers less control.
In fact, if you don't drag the loop afterwards, it's the exact same work flow. Click, loop placed.
What am I missing?"
Hi Warren
It's a lightning fast automated version of the Addlooptool, you get to be able to split your mesh into multiple panels for custom detailing, it splice at center or mirrors the cuts. If you assign it to an hotkey in conjunction with the original
Addloop you end up with almost infinite cut actions and ways to visually split your geometry. Extremely handy if you get lost when working on detailing.
Clicking on the petermodo "Repair T-Junctions" button causes this error: Unknown script "repair_TJunctions.py"
That's because the script itself is named "repair_TJuctions.py". Hopefully Peter Respondek can fix this in his next update. Until then, you'll have to rename the file manually as a part of the installation.
Replies
I've got a whole toolkit for handing texel density, btw. Bit more advanced than the script
I would like to store multiple UVs on a mesh and morph it in something else, (namely having a sphere morph into a cynlinder based on the UVs.
I find the options to store multiple UVs on a mesh quite buggy in Modo. (List > UV maps). I am not sure why but this should be doable.
Is there something I have to set in Modo config or whatever?
EDIT : Also, I've searched and searched and I can't find a thread about this script on the Luxology forums or anywhere else for that matter. Is there a spot where discussion about it is taking (or took) place? This seems to be the only spot on the internet where it's mentioned. :P
Try swapping line 203 which should be
lx.eval("!!loaderOptions.wf_OBJ false true")
with
lx.eval("!!loaderOptions.wf_OBJ false true Meters")
Boxes and cylinders work fine.
lx.eval("!!loaderOptions.wf_OBJ false true meters")
then get an error at line 213
collision_polys = set(lx.eval("query layerservice polys ? selected"))
Removed the question mark and it almost worked !
The script just needs updating and I am not the man for the job, maybe Farfarer will have a crack at it if he has the time.
if modoversion >= 700:
lx.eval("!!loaderOptions.wf_OBJ false true meters")
lx.eval("!!scene.open \"" + obj_file.name + "\" import")
lx.eval("select.itemHierarchy " + filename)
lx.eval("select.drop polygon")
lx.eval("select.all")
lx.eval("cut")
lx.eval("select.layer " + str(layer))
lx.eval("select.all")
lx.eval("paste")
lx.eval("select.invert")
collision_polys = set(lx.eval('query layerservice ? polys selected'))
Why does it fail with "command argument parsing" at this point ?
Removing the question mark shows it works up to lx.eval("paste") but then it can't be executed.
Polys were selected btw !
I think this was it. If I select polygons, it works great! Yay, super useful script, OMG..
EDIT : Ugh. It still crashes on some meshes. Whatever. It would be awesome to have something like this that was written in a solid manner. I'd pay good money for this functionality.
So good to see more people using this amazing software, bookmarking this topic!
I used the classic scripts like:
Eterea Swiss Knife
Eterea UV Tools
BJsToolBox
MM Save Layer As (works on 801)
Pushing Points Toolkit
O rly? :P
It needs a "copy to child layer" as in this state it's just copying & pasting the convex on top of the mesh. Warren is right as it would be great to have something like this that works every time.
I will do some work on this over the weekend and see what I can come up with !
https://www.dropbox.com/s/cmw7awm0jx965wa/make_collisionShape.py?dl=1
Replace "make_collisionShape.py" with the above.
It's a hack for the moment, so you have to make sure "Delete Source Geometry" is active. You will also be asked to "Select Element" just hit OK
Let me know !
Audio updating the quick align so I can select an edge in each UV island and have it sign each one separately (currently it only does the first selected edge).
Download: http://park7.wakwak.com/~oxygen/lib/script/modo/sample91.lzh
Download: http://park7.wakwak.com/~oxygen/lib/script/modo/sample94.lzh
On curves ? this could become very handy.
Someone is working on a "UV to Shape" script :poly121:
Will let you know once it's functional !
What ?
> :poly115:
Why have your shapes unwraped on the grid ? because some people model with their textures laid down on the grid. Others achieve the same with the of use of camera projection.
http://www.youtube.com/watch?v=AW0hVKyxXCw&feature=player_detailpage#t=218
http://vimeo.com/28494269
The only installation instructions I could find were from this post on The Foundry forums:
http://community.thefoundry.co.uk/discussion/topic.aspx?f=3&t=71796
I can't get it to work and wanted to see if anyone had luck running it.
Haven't tried it out but automatic welding of vertices in Modo's radial array has never worked for me properly.
I can see some insane modular usage for this (if it could also work with height maps).
I will take a look at it and see what's up with it.
You have to add a text file into your "user scripts folder" and name it super_UVTools_hotSpotList.cfg or it wont run.
http://modonote.tistory.com/attachment/cfile22.uf@2351F13453F7EC1315DF1D.zip
thanks to Dongju to come up with such a tool.
https://dl.dropbox.com/s/bwgmlcjqdez6523/rh_Randomize1.0b.zip
Thanks to MonkeybrotherJr for it.
I might do an automated version of it !
cheers
In fact, if you don't drag the loop afterwards, it's the exact same work flow. Click, loop placed.
What am I missing?
too bad it only works with item mode. would be real nice to explode individual mesh chunks according to model continuity in a single item. And would be super cool if it could simultaneously explode case sensitive items that have identical names except for suffixes so no need to handpick low poly model to match with randomly exploded hipoly chunks. Right now I can't see uses of that script because this would require manual adjustment of either low or hi.
uhm isn't it a thing that comes with modo since at least a couple of releases? Named 'add loop' under Edge tab, or is there something different going on here?
Actually looking into it, should be able to get to work in selection modo and maybe a fire & forget mode that works on the morph map, would simplify things.
Hello IGI
It's almost the same but you get to map automated cuts to 3 hotkeys, i took "ctrl + LMB/MMB/RMB" namely for (Free/Mirror/50%)
"You don't get any control. With the existing loop tool, you click - drag the loop into place - release. I don't see why that's a slow process worthy of replacing with something that offers less control.
In fact, if you don't drag the loop afterwards, it's the exact same work flow. Click, loop placed.
What am I missing?"
Hi Warren
It's a lightning fast automated version of the Addlooptool, you get to be able to split your mesh into multiple panels for custom detailing, it splice at center or mirrors the cuts. If you assign it to an hotkey in conjunction with the original
Addloop you end up with almost infinite cut actions and ways to visually split your geometry. Extremely handy if you get lost when working on detailing.
That's because the script itself is named "repair_TJuctions.py". Hopefully Peter Respondek can fix this in his next update. Until then, you'll have to rename the file manually as a part of the installation.
http://vimeo.com/107467963
That is mental GOOD :poly121: