*ominous drumming* ever since the unfold map function was introduced into 3ds max.. one bug has bothered me from the day i started using it.
BEHOLD! the one bug to RULE THEM ALL!
the one bug
basically, after using the unfold map on the inner faces of the dial, one vertex "sticks" to the corner.
to fix it, i have to collapse the UVW unwrap down to editable mesh/ convert to editable mesh/ add another uvw unwrap modifier on top/turn off normalize clusters.
all the first options are annoying, and the last option
usually makes the UVs so large it takes more time to zoom out, and scale down the UVs, than to add an additional UVW map into the stack.
Replies
I was able to get around it by shutting max down and reopening it then it would be ok without having to do any modifier stack voodoo. I know other artists who had the same issues and said something about resetting Xform before unwrapping would solve it, but I just stopped using unfold instead of trying it out.
while an unfold map barely takes 3 seconds.
and trust me, this stacks enormously, as i do a LOT of unfolds of cylindrical objects. additionally,cylindrical map is even slower when the cylinders axis is off because it was attached to a larger object, and even after you've spent
1-2 minutes adjusting the cylindrical UV, you still might get wavy UVWs. i used to have the unfold map macroed to a button, so that whenever i clicked the button,
it would apply a unwrap UVW, unfold map the selection, and convert to editable mesh, bypassing the whole unfold conundrum. but since max 8, i've been getting error messages with my macro.
this bug is one of the largest speedbumps in my UVmapping workflow, because unfold has the ability to be even speedier
than it is now.
then it worked periodically.
its nothing special at all, i basically just turned the listener on, and click-dragged the actions into a button.
worked in max 7, doesn't work in max8.
Didn't have access to max 8 (I use max 9), so I cannot be in your shoes exactly. However it had happened to me, and the way around was:
(1) Unfold mapping with Normalized option 'turned OFF'
(2) Pack UVs with Normalized option 'turned ON'
Doesn't have clear explanation behind of this workaround, but it never failed me so far (in max 9)
Just wondering if you can provide link for your debugged max script. What kind of debug was that for?
Don't know if they're planning to release the fix with their next point update (I'm guessing not if they haven't already) or just impliment it in Max 10.
Rybecks trick is sadly about the closest there is to a decent work around until they release that.
That's different from how I do it. I always select the sub-object faces that I want to unwrap, apply a UVMap, then the UVUnwrap.
When I get home I'll see if I can open your video.. maybe that'll explain more.
I don't use the UVmap modifier at all now.
if you have a series of regular objects - for example a pile of bricks - you can very quickly unwrap them using unfold by just selecting each one and hitting 'unfold'.
of course I'll usually hit this bug at least once and have to collapse my stack...
If I remember correctly, it's because it unwraps oddly and sets the W coordinate to something absurdly large that causes it to scale weirdly and not move.