Hey Guys.
For those of you who use uvlayout with Max I've finally (after about 2 years) updated my plugin to bridge the two. Its still a test script as it hasnt been extensively tested but id love to get some feedback.
http://www.headus.com/phpbb/viewtopic.php?t=402
Basically it provides a stack friendly bridge between UVLayout and max. You send the mesh using the plugin, uv and save it in Uvlayout and the UVs appear in max, stored in a modifier.
Personally I'm interested in generalizing the way the plugin works. As it stands it would take minimal work to get it working with any program which can operate with obj files. So Roadkill/Silo/Blender shouldn't be a problem (anyone interested)
Replies
I would be interested, as I'm sure would others as well, in a Maya version of this too.
Funny thing: I started TexTools because I couldn't afford having uvLayout everywhere I worked (different companies, uni, private, friends,...) - and after version 1.6 of TexTools I haven't touched UVlayout ever since. In a way I created my own reason to not use it anymore although I highly respect and recommend this software to anyone (its just awesome)- but for me on a legal way there is not much chance anytime soon that I will use it again - because its to expensive for the specific purpose it has.
I will have a look at the script to see how you did things, my script should be released soon as well.
http://www.scriptspot.com/bobo/mel2mxs/mel2mxs.htm
I like the idea of having functions that have a node and obj url as parameter - I might copy some of your indeas into my stuff.
I tried both the unwrap_uvw and paste uvs methods. I gave up on the unwrap_uvw though as it sometimes seemed to refuse to work. It wouldnt let me select and weld points even with the node selected. the subobject level set, 'max modify mode' set
and the edit() function enabled.
Flava-Fly: tell me about it. I'm hoping this release nails all the import related problems the last got ruined by. This script deals only with uvs. you model in max remains constant and the data transfer is done using the stack. so you should theoretically be able to uv a skinned character in max and so forth. I havent tested this yet though.
Count me in.
- I create a box (box01) and run the script, check the new and poly buttons and click my box01.
- Headus opens and I unwrap the box01, pack it and click send
- Box01 returns to Max with new 'uvlayouts uv's' bit in the stack
- I apply unwrap UVW to see if the process has carried over - it did
- Then I wanna change my UVs so I run the script again this time checking the 'edit' button and select my box01
- Headus opens with a new box (box02) with no UVs and has duplicated a new box in max (i.e box02)
Is that an issue or have I done something wrong?
http://www.headus.com/phpbb/viewtopic.php?t=394
And yes, it rocks.
Flava-Fly:
New Version available on the plugin page. The bug you mentioned should be fixed now and Material support has been added.
I'm also planning on adding multiple uv channel support and copy/paste/swapping between them. so these are a nice visual cue of what uvs you have.
The geometry duplication thing isnt a problem to fix. the duplicate is used for extracting the uvs and re inserting them. if you break the cycle of the script it never gets to delete the object. What i can do is make it delete the object as soon as its exported the uvs and then make a new copy when your importing. I had avoided this so far incase the user was working on a large mesh.
UVPipe - Mod by Norman3D
it works