hi, now that I am back to some maxing I improved the unwrapper I ported from blender some time ago.
please let me know if it works under max6,7,8 before I release it on the other plugin/script sites.
main change is that the "only selected" works better and that all results are stored into the applied unwrap modifier and not the baseobject. As well as some minor changes to the maxscript.
grab it here
please test it, looking forward for feedback
!! BUMPED !!
max 2009 support added and bugfix with "weird uv on first view"
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edit: I don't know if this would be helpful to you? Also i'm guessing it's ABF now because it works alot different than the 2.41 version, I may be wrong, it could just be improved lscm.
http://www.graphicall.org/builds/builds/...90d0d951f7a7b95
the abf stuff is interesting, too. but for now I am happy with the lscm and wait until blender's abf matures.
more info on the ABF
http://mediawiki.blender.org/index.php/Release_Notes/Notes242/UVUnwrapping
btw: until now, i've been using the older version of your script with max 7.1, so i guess this will work just as well.
I've been unwrapping stuff with this lately and just to let you know it works really well, good work!
mostly it tries to preserve a proper texel/unit ratio for all uv chunks now (int contrast to the maximize each before).
also max9-32 bit version is coming with it.
thanks to Rom Impas for testing, he also had a issue that sometimes he needs to "reset" max9 once to make it work, I dont have that problem, nor a clue where it comes from, but it could be me not using the vc2005 stuff which max9 was made for, will do that once I upgrade to it.
nevertheless after a rest it works for him, and for me it works always.
A simple hide faces, I know I would find very useful also.
Yeah, I wish I could hide polys in the unwrapper, for selection purposes and to just to be able to see the ones underneath. Don't tell me it already exists
the lscm unwrapper only stores its results into the unwrap modifier.
if it is packing of aligned rectangle stuff (say bbox of uv chunks) then it can be put into algorithms which try to minimize space. (as max's Pack UVs), however as rectangle bbox is often not a good approximation, you still get lots of wasted space.
although one can see on back leg that it doesnt always work perfectly.
let me know if it does
on a side-note, would anyone be interested in "live unwrap" or another method instead of LSCM, Blender as well as those other blender unwrap derivates (roadkill and so on) have that functionality as well, but are not as integrated as my version.
However I'd only do fruther features commercially, ie sell the plugin low-cost at like 15€ or so.
Just wonder if it would be worth to add more, or not.