Hey Everyone,
My work let me release this script that mel guru "
Naughty Nathan" wrote for us awhile back. At the time there was nothing like this that I was aware of.
I'm not sure if there is anything like it out there now, but I thought I would post it here just in case anyone wanted to use it.
You can download it
here.
(You can read the disclaimer and instructions in the header of the script)
This script enables the user to match the pixel depth of a UV shell to another shell by selecting two UV points that define an edge shared with another shell. It also has an align feature that will automatically align an entire shell to the shared edge of another shell using them same selection.
You can can adjust its behavior by toggling on and off the options.
Anyways, it's easier to just look at this example to see exactly what I'm talking about:
If you guys have any questions or comments please let me know. The script comes as.
Edit: Just a note of clarification this script basically scales the shell to match the scale of your selected shared edges counterpart. Which is to say it scales the entire shell so that the edge you are sewing will line up perfectly. However, it wont perfectly match the pixel depth of the entire shell if the particular edge you are using is heavily distorted. If you want the match the pixel depth between shells you need to make sure that your have very little to no distortion on the two shells you are trying to match.
Replies
I came from an XSI background when I first moved to Maya and the first thing I did was find someone to write this script. I don't know how I could have ever worked without it.
However there is some smart stuff in Maya's UVs that I wish Max did - in Maya, it will only "weld" UVs if they share a vertex, so you can never do stupid stuff like in Max where you can weld two totally unrelated UVs and end up with a UV element/shell that makes no sense. Plus the "Map UV Border" tool is something I wish I had in Max sometimes. Relax usually does the trick, but it's nice to have the additional options.
this makes me want to see a 3d app feature innovation database site dedicated to map out and credit all these cool features. much like http://www.gameinnovation.org/ does with video games.
smartMoveAndSewUVs is also broken up into individual tools by the fact you can toggle on and off it's behavior. So overall it's much more useful, but yes some of the basic functionality is made redundant by move and sew.
I actually often times use this tool to just to match the pixel depth between shells. So I will turn off the align feature and then just start selecting pairs UVs that define a shared edge and quickly scale them so that all their pixel depth matches perfectly.
I hope that helps clarify.
Oh and I believe the first time I ever saw something like this was in XSI. This tool is a direct copy of a tool that I used all the time in there about 4 years ago. They may not have been first to package all these features in this way but it's possible they were. I wasn't aware of anything like it at that time.
instead i use vertex-stitching. you never end up welding too many vertices, although sometimes, the damn thing will decide welding a certain pair of vertices is not a good idea.
I know that in UV-Layout from headus you can also only stitch sharing edges or vertices which saves a lot of time because in the past I often stitched texture vertices together that don't belong together - and guessing the orientation is sometimes a bit hard.
And yes some check box in any app. that is by default true to ensure only sharing vertices get stitched would be nice.
I would also like to get my hands on this script. Anyone?
Thanks
Here is the fixed link: www.cggart.com/fposts/pc/smartMovenSew/ESALsmartMoveAndSewUVs.zip
Thanks
Does this script work with Maya 2017? Sounds like it could be the solution I'm looking for.
Thanks for the reply though!