I keep seeing reference to Cuggnuts uv tools for max in lots of threads, but the site doesn't exist anymore. Does anyone know where I could download the tool from? Alternatively, is there another tool that has replaced it? I've already checked out TexTools.
Thanks in advance.
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http://fearthedevil.com/words/?p=117
download link:
http://fearthedevil.com/words/wp-content/files/2009/07/UnwrapTool_1.6.zip
Though the modified version of TexTools there is already dated as I included already his improvements several versions back (macroscripts with icons and some of MZP fixes).
Chuggnuts I believe added tools to better rotate, align and shift selections that are typically needed for game UV layouts. But it all was still floating value based.
In TexTools I tired the same but instead translate everything into pixel units and a flexible coordinate system that can behave more like the one in Photoshop for example. Most of the transform and align stuff (so similar to what Chuggnuts provides) can be found in the Transform toolbar in TexToosl:
Also many of the tools are selection context sensitive so depending on your selection it will behave different. Like the Align buttons:
I'm coming from a Maya workflow and am finding that Max's uv tools are really lacking when it comes to my workflow. Primarily the lack of a decent unfold based on world space coordinates (relax by face angle is ok, but doesn't work in a lot of situations that Maya's unfold does), but the biggest thing that is killing me is the lack of a move and sew function that will work on multiple edges at once. The inability to stitch multiple edges is crippling for a hard edged workflow. Plus I would love the ability to be able to see if a UV shell is flipped.
I love the unfold by smoothing groups function though.
Yeah?
Also, of course it works on multiple edges, even face based selections (although I tend to just use edges as selecting faces may grab elements you don't want and stitch them)
There really is a lot of useful stuff renderhjs has done in textools, definitely worth taking the time to look at them all properly.
Right? or am I missing something?
There was also something related to non stitch able edges or selection types which caused a ignore of the stitch command.
Thats why I changed the stitch tool in TexTools to that extend that it filters in a first process only selectable verts of the input selection and then tries to stitch and align them. For example if you right click on that tool it will select only stitch able edges, which also works if you select faces or inner verts of a shell.
I vaguely know how to do something like that in mel script, but haven't taken a look at Max's scripting system or how the uv tools work.
So in other words you would need to transfer that selection to something constant like the Geometry edges (though they can share multiple edges in the UV) or some other idea.
Edit UVW window > Select menu > Select Inverted Faces. Then you can mirror (flip) them if you like.