just released a new version of ShoeBox v3.2.0 with some new Bitmap Font features. It can generate an automated optical kerning for any font including non Latin based ones.
It shoots rays on each bitmap character to determine its volume of the left and right side of its silhouette.
By averaging each side's rays lengths into a volume unit I can then determine the optical kerning as in volume that fits between the character pairs. For each of those kerning pairs it will determine a kerning offset on top of the regular kerning distance. It will store this information in the *.fnt format like this:
If anyone needs PyQt4 for Maya 2014 (if you don't feel like porting to PySide), or if you just need SQL drivers for PySide: http://blarg.robertkist.com/?p=98
I am trying to find some good documentation on Photoshop scripting, mostly UI stuff... any links would be great. My Googling is taking me in circles. I end up finding other scripts and pulling them apart.
I'm working on a cube map shuffler, plus RGBM encoder. I call it SixSides. Still screwing around with the UI, and reading up on equirectangular(panorama) to cubic projection, and vise-versa. Using SFML right now plus VC++. Might switch over to Qt, so it's easier to port to OS X. I suck so bad at UI layout though xD
Been working on a little Script for converting your polygon selections in Maya to marquee selections in Photoshop, so far it is very wip, and a little slow on large amounts of selected polys, but the idea is there and it works.
want to work next on optimization and on a mode for converting edges selections in Maya to paths in Photoshop.
@Froyok got to work on a few bugs, and figure out a method for dealing with out of 0 to 1 uv's than i will release it. even know it is still very slow atm for large selections
Can I ask what you'll do with it? I can imagine converting edgeloops from a mesh to a path would be cool for stroking details into the texture.. something like that?
Can I ask what you'll do with it? I can imagine converting edgeloops from a mesh to a path would be cool for stroking details into the texture.. something like that?
This.
Looking really great. It seems the harder i look, the more reason i find to like maya Looking forward to trying this out.
What would be awesome is if you could make a polygon selection in the high poly and have it transfer over to the baked low poly mesh. Perhaps using some kind of baked UV matching map?
thanks guys still far from done, once i got a better method for getting the selections needed i am planning on have both a mode that works like the video, and one that works on edge selections and creates paths in photoshop.
ya a highpoly like feature for this would be cool, but it seems like a very large task to do, and the current method already is slow for large amounts of polygons.
will make a dedicated thread once i get a major update up, since what you see in the video is very bleeding edge.
Anyone else got ideas for integration between PS and 3d packages.
Can't say how much use it would be, But maybe using soft selections to make gradients in PS? Could be useful for receding geometry that you want to add some addition AO to, or maybe soft select all the verts towards the bottom of a model and create a gradient from that. Instead of going around shell by shell making non uniform gradients.
just a thought You got something cool for faces, something cool for edges, Might figure something else for vert selection.
The only way it could get any better is if you made it for Max
Can't say how much use it would be, But maybe using soft selections to make gradients in PS?
You can do this in Max already. A few hoops, but probably scriptable.
Vertex Paint modifier has a soft selection button. Use that with vertex sub-object selection to flood-fill the gradients on your model. To bake it, put a material on your model with a Vertex Color map in the diffuse, then use Render To Texture. Viola!
Been working on a little Script for converting your polygon selections in Maya to marquee selections in Photoshop
Love the video, cool idea. What's the music from?
Grant Adam did a similar Maxscript that exports UVs as a path to Photoshop. The script is encrypted, but he's a cool dude, he'd probably share some info about it if you shot him an email. PSDPathUnwrapper
I'm trying to find this script for max. I think it's called setPivot.
Its icon is a little pink pin, and you use it to set the pivot (doh) to selected verts or edges or if anything is selected then it sets the pivot to the center of the object. Can't seem to find the script
I'm trying to find this script for max. I think it's called setPivot.
Its icon is a little pink pin, and you use it to set the pivot (doh) to selected verts or edges or if anything is selected then it sets the pivot to the center of the object. Can't seem to find the script
FunkyBunnies had something like that on his site. (funkybunnies3d.com)
I made a real simple sprite sheet rendering assistant for Maya. It renders from different angles according to your render settings. Not turbo advanced, but it's kind of neat so I am sharing it with the world!
Topogun inside Maya ! \0/
Very simple to use : Click and drag to create the quad.
It was funny to do inside maya. I needed to make my own RayTrace function (very simple).
I'm curious to see how this run on a very low computer (I guess it's very CPU intensive).
I'm a bit angry that maya doesn't have more option with his "draggerContext". So much cool tools could be done with more options.
I have also some little problems, because for the moment the ray is not perpendicular to the camera rotation (it start from the camera location an go to the 3D projection of the mouse viewport's location).
Well, with the help of Passerby (which created a python API script to call a native raytrace fucntion for maya) I was able to improve the tool.
Now it's perfectly smooth !
I'm currently working on it to allow the suppression of faces, the extrude of edges and the merge of some vertex when there are very close to each other. Of course you can also just move the vertex. No need to be precise because the tool just look for the nearest vertex from your mouse. This allow very quick modifications.
The idea is to stay withing the same tool to build the topology, which would make the thing much faster. I still have some bugs, like the undo queue is currently full of tiny move operations, which make the undo impossible to use currently.
Passerby did the big part in the end, now my head is full of ideas !
Long time no see guys!
I've finally managed to finish some of the tools I had been working on and I put them in a pack together with some help files.
First time selling something, so let's see how it goes. If it goes well I might have enough motivation to find some free time after work to get going on the next pack. Got many ideas with DX11!
I've just polished these atlas texture Photoshop scripts a bit, it now auto-fills in the grid width/height fields based on number of images (still editable). And made them generally a bit more foolproof.
EDIT: Checkbox now added for Flatten or not on the repack script.
@Kwramm
It was the version 2.5 update when I redesigned the whole UI. It's still a dark theme like the first version but it has bigger UI areas to easier drag and drop elements.
This is what it used to look like in its first version. Everything was very dark and tiny. It had the base controls in place but it was missing the hint system, notifications and many of the small UI improvements.
This is what it looks like now, in this screen it shows the debug mode that shows a bit better how the 9-slice rendering is used:
I am using a patch 9 system similar to how Google does it for Android, pretty much all of the UI elements are build this way. I started some month's ago with the slice 9 tool to automate a bit this workflow.
renderjhs: thanks for the answer. actually I think I asked before. but the interface looks so slick, impresses me again every time I really have to make something similar for Qt when I have time.
Replies
It shoots rays on each bitmap character to determine its volume of the left and right side of its silhouette.
By averaging each side's rays lengths into a volume unit I can then determine the optical kerning as in volume that fits between the character pairs. For each of those kerning pairs it will determine a kerning offset on top of the regular kerning distance. It will store this information in the *.fnt format like this:
This can be fully customized however in the output syntax fields where you can pretty much customize the output file format.
Last time I checked, the SDK didn't allow custom shaders
Thanks!
http://forums.luxology.com/topic.aspx?f=83&t=77203
want to work next on optimization and on a mode for converting edges selections in Maya to paths in Photoshop.
[ame="http://www.youtube.com/watch?v=0kWXI7FdIuM&"]psLinkAlpha1 - YouTube[/ame]
Looking really great. It seems the harder i look, the more reason i find to like maya Looking forward to trying this out.
awesome idea for a script passerby!
ya a highpoly like feature for this would be cool, but it seems like a very large task to do, and the current method already is slow for large amounts of polygons.
will make a dedicated thread once i get a major update up, since what you see in the video is very bleeding edge.
Anyone else got ideas for integration between PS and 3d packages.
just a thought You got something cool for faces, something cool for edges, Might figure something else for vert selection.
The only way it could get any better is if you made it for Max
Vertex Paint modifier has a soft selection button. Use that with vertex sub-object selection to flood-fill the gradients on your model. To bake it, put a material on your model with a Vertex Color map in the diffuse, then use Render To Texture. Viola!
Love the video, cool idea. What's the music from?
Grant Adam did a similar Maxscript that exports UVs as a path to Photoshop. The script is encrypted, but he's a cool dude, he'd probably share some info about it if you shot him an email.
PSDPathUnwrapper
What's the script do? Copy UV positions to a macro or something?
[ame="http://www.youtube.com/watch?v=sYcGuCfoaaY&"]psLinkAlpha1.01 - YouTube[/ame]
music on both videos is by Darren Korb, and is from the bastion soundtrack.
Its icon is a little pink pin, and you use it to set the pivot (doh) to selected verts or edges or if anything is selected then it sets the pivot to the center of the object. Can't seem to find the script
FunkyBunnies had something like that on his site. (funkybunnies3d.com)
Well, with the help of Passerby (which created a python API script to call a native raytrace fucntion for maya) I was able to improve the tool.
Now it's perfectly smooth !
I'm currently working on it to allow the suppression of faces, the extrude of edges and the merge of some vertex when there are very close to each other. Of course you can also just move the vertex. No need to be precise because the tool just look for the nearest vertex from your mouse. This allow very quick modifications.
The idea is to stay withing the same tool to build the topology, which would make the thing much faster. I still have some bugs, like the undo queue is currently full of tiny move operations, which make the undo impossible to use currently.
Passerby did the big part in the end, now my head is full of ideas !
I've finally managed to finish some of the tools I had been working on and I put them in a pack together with some help files.
First time selling something, so let's see how it goes. If it goes well I might have enough motivation to find some free time after work to get going on the next pack. Got many ideas with DX11!
Anyway check it out:
http://www.norman3d.com/MaxScriptPack1/
Let me know what you guys think!
it will be part now of ShoeBox which makes it easier to support clipboard and multiple file format support.
I hope to release this one soon.
Another tool that has been added recently is a PSD splitter
Yes it can export HTML files with a pixel perfect photoshop layer reconstruction. No cascaded layers though
I made a mini-tutorial about radial texture coordinates in UDK. It is pretty useful for VFX stuff and filling the screen with deformed Greentooths :P
[ame="http://www.youtube.com/watch?v=emaqkdhARmw"]UDK radial texture coordinates tutorial - YouTube[/ame]
yup, that's really a great toolkit! Also great about texripper - I'm still using the original one
I've just polished these atlas texture Photoshop scripts a bit, it now auto-fills in the grid width/height fields based on number of images (still editable). And made them generally a bit more foolproof.
EDIT: Checkbox now added for Flatten or not on the repack script.
It was the version 2.5 update when I redesigned the whole UI. It's still a dark theme like the first version but it has bigger UI areas to easier drag and drop elements.
This is what it used to look like in its first version. Everything was very dark and tiny. It had the base controls in place but it was missing the hint system, notifications and many of the small UI improvements.
This is what it looks like now, in this screen it shows the debug mode that shows a bit better how the 9-slice rendering is used:
I am using a patch 9 system similar to how Google does it for Android, pretty much all of the UI elements are build this way. I started some month's ago with the slice 9 tool to automate a bit this workflow.
My retopoly script is now available : http://www.polycount.com/forum/showthread.php?t=122453
[ame="http://www.youtube.com/watch?v=WH951lx_reo"]froRetopo 3.4 - Retopology script for Maya - YouTube[/ame]
Haha, I could have used that one !
my contribution;
[ame="http://www.youtube.com/watch?v=7TGtm6Lf_N8"]Comb Curves Context Tool - YouTube[/ame]