Hi everyone. I have not been here for some time now , but I would like to drop by and announce that Pro version of UVAutoRatio is out. This is very useful tool for any uv mapper and it is certainly worth while checking it out. Saves me a lots of time!
Pro version is supposed to be commercial , but sounds cheap.. and there is even free version and maybe a trial versio for Pro if you ask them.
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UVAutoRatio 2.0 Pro UV-tool Plugin for Maya Released
Artists in the film and games industry spend hours manually scaling the texture coordinates of models to get them in the right proportion. This is not a particularly fun job. Wouldn't it be great if this tiresome task was automated? Enter UVAutoRatio Pro: the tool that automates all texture ratio tasks while still keeping the artist fully in control.
UVAutoRatio 2.0 Pro has been designed by artists, for artists. This new version is a huge improvement over the first release and it's thanks to the support and ideas of all the users. The most requested feature: support for UV shells is now supported, allowing the tool to operate across multiple objects and multiple UV shells. The new faster algorithm means even extremely high polygon scenes can be processed within seconds. The compact user interface keeps the artist in control, while providing a smooth and intuitive workflow.
Visit
www.uvautoratio.com for downloads and more information.
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Replies
I thought there was already a free script that does this for Maya (I think it was incorporated in the Zen Tools script pack?), but if there isn't, I'll probably write a Maya version of mine just for practise. Not sure how I can speed it up though, I guess they have some clever algorithm that costs £40
The plugin work really fast for very very high polygon model with lots of uvshells.
Also I think the power to set the target of texel ratio is rather nice.
Very useful when you have already done some part of the model and later you need it to be the same texel ratio to that . Or need to be the same texel ratio to some other model from other scene files.
Found it to be very useful for background work , lightmap , ambient occlusion map etc.
I did this in MEL, and mine takes shells into account as well. If Crystal Dynamics didn't own it, I'd share it for free.
-R
ill give the free version a spin
I think all other buttons are for the extras ... and options... preferences etc.
I think Renderheads commercialised it for mainly companies. 40 pounds sounds like a day pay for a junior artist and if this plugin saves some time of work everyday I think big studio who does not have the tech of their own will laugh at the price. Hehe
1.) My script uses the edge border command to find shells
2.) I find the surface area for all the shells and does a simple calculation to find the scale factor
3.) scale each shell to maintain a consistent texil ratio.
1 button does it all. It's crazy fast. if I could share it, I would, but I can't. I have an idea to add an overlapping and mirroring feature so that similarly sized shells with identical UV layouts can share (good for diffuse, not lightmaps)
-R
Mine actually checks the surface area of the geometry polys and their corresponding UVs, so the scaling is actually done relative to the average of the UV area and polygon surface area. Which is probably why it's a bit slower
I was meaning to port it to MEL anyway, so I'll probably try your steps there and see what the result is like.
Also, thanks for pointing this out Whargoul, I'm used to Max's equivalent of "Unfold" automatically re-scaling stuff to be consistent, I can't believe I missed that checkbox. Now I don't have to write that MEL script either, awesome!
I havent actually worked on it in over a year so i forget the particulars. my artists are a fussy bunch and insist on doing their shit another way, witha different script they had me write that twists up the UV's. Artists are a crazy and fussy bunch...I'm embarrased to call myself one every-so-often.
I'm probably going to kill a few before I die.
-R
To get the scale value, for the user's selection (I use face selection):
float $totalFaceArea, $totalUVArea;
for each face
convert face into UVs
get UV co-ords of UV points
$totalUVArea += `calc area of UVs`;
This updates the scale slider in my window, and the action button just calls:
unfold -iterations 0 -scale $scale;
Or something like that. I didn't know Maya has a surface area command in polyEvaluate, I'll have to check it out, that will probably make my script even faster
Poof! Save yourself 40 bucks or whatever outrageous shit he's charging.