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3ds max UV Vert Snap selected to nearest grid intersection script?

polycounter lvl 19
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TorQue[MoD] polycounter lvl 19
Hey all. So I'm currently working on lightmap UVs for a brick wall (where each brick is modeled) and there's a lot of verts for me to snap manually. Was wondering if anyone knows a faster way to, or a script that will snap all of the selected verts to their closest grid intersection?
 

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  • hazard668
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    hazard668 polycounter lvl 7
    MacroScript CrankshaftTools_UVSnapper_snapX_macro buttonText:"UV snap X" category:"Crankshaft Tools" tooltip:"UV snap X" autoUndoEnabled:true icon:#("standard", 1) -- use first icon in standard<br>(<br>	fn round_to val n =<br>	(<br>		local mult = 10.0 ^ n<br>		(floor ((val * mult) + 0.5)) / mult<br>	)<br>	<br>	on execute do<br>	(<br>		mod_unwrap = $.modifiers[#Unwrap_UVW]<br>		if(mod_unwrap!=undefined)then <br>		(<br>			local gridSize = mod_unwrap.unwrap2.getGridSize()<br>			if(mod_unwrap.getTVSubObjectMode() == 3) then<br>			(<br>				mod_unwrap.faceToVertSelect()<br>			)<br>			else if(mod_unwrap.getTVSubObjectMode() == 2) then<br>			(<br>				mod_unwrap.edgeToVertSelect()<br>			)<br>			<br>			vArray = mod_unwrap.getSelectedVertices()<br>			for vVar in vArray do<br>			(<br>				oldPos = mod_unwrap.getVertexPosition 0 vVar<br>				--print oldPos.x<br>				snappedX = (round_to (oldPos.x / gridSize) 0 ) * gridSize<br>				--print snappedX<br>				mod_unwrap.setVertexPosition 0 vVar [snappedX, oldPos.y, 0]<br>			)<br>		)<br>		redrawViews()<br>	)<br>)<br><br><br>MacroScript CrankshaftTools_UVSnapper_snapY_macro buttonText:"UV snap Y" category:"Crankshaft Tools" tooltip:"UV snap Y" autoUndoEnabled:true icon:#("standard", 1) -- use first icon in standard<br>(<br>	fn round_to val n =<br>	(<br>		local mult = 10.0 ^ n<br>		(floor ((val * mult) + 0.5)) / mult<br>	)<br>	<br>	on execute do<br>	(<br>		mod_unwrap = $.modifiers[#Unwrap_UVW]<br>		if(mod_unwrap!=undefined)then <br>		(<br>			local gridSize = mod_unwrap.unwrap2.getGridSize()<br>			if(mod_unwrap.getTVSubObjectMode() == 3) then<br>			(<br>				mod_unwrap.faceToVertSelect()<br>			)<br>			else if(mod_unwrap.getTVSubObjectMode() == 2) then<br>			(<br>				mod_unwrap.edgeToVertSelect()<br>			)<br>			<br>			vArray = mod_unwrap.getSelectedVertices()<br>			for vVar in vArray do<br>			(<br>				oldPos = mod_unwrap.getVertexPosition 0 vVar<br>				--print oldPos.y<br>				snappedY = (round_to (oldPos.y / gridSize) 0 ) * gridSize<br>				--print snappedX<br>				mod_unwrap.setVertexPosition 0 vVar [oldPos.x, snappedY, 0]<br>			)<br>		)<br>		redrawViews()<br>	)<br>)

    Try this macroscript. It's help to snap selected vertices to nearest vertical or horizontal grid lines.


  • TorQue[MoD]
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    TorQue[MoD] polycounter lvl 19
    You are awesome! But I have no idea how to use it. I copied the script to notepad, saved it as UVSnapper.ms and tried to run it from Max (2014) but it didn't do anything. Also how does one run a script on an unwrap cause it closes the UV editor when you hit run script.

    Your help is super appreciated but I don't know what I'm doing :P   
  • musashidan
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    musashidan high dynamic range
    It's a macroscript. When you run it it adds the script ro the usermacros folder and then you need to set it to a hotkey or toolbar in the customise ui dialogue.
  • hazard668
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    hazard668 polycounter lvl 7
    It's a macroscript. When you run it it adds the script ro the usermacros folder and then you need to set it to a hotkey or toolbar in the customise ui dialogue.

    Exactly. Also I find it handy to have such commands in quad menu.

  • TorQue[MoD]
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    TorQue[MoD] polycounter lvl 19
    Oh awesome! Seriously thanks a million for this. That's a huge time saver.
  • musashidan
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    musashidan high dynamic range
    @hazard668 forgot to say thanks for sharing this, mate. Very useful script.
  • fu_films
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    fu_films triangle
    Thanks heaps for this script as well! Total time and lifesaver.
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