Hey all,
I know there's a textools script/plug-in (forgow which of the two it was) for Max. Was wondering if there was anything similar for Maya?
Basically what I would want is numerical control of my UV's. Say for example I want to offset something 1 unit to the right or left, I can input the number and it'll move it so. Currently you CAN do this but for some reason, if I do it on a shell, it'll collapse or rather line up all the UVs on the number you input.
Or if I want to uniform scale something down by 50%, I can input that and it will do it at that exact percentage. It's a bit tedious to resize my shells manually instead of having a number I can input since I know exactly how much I need it to be.
Any type of UV tools for Maya would be appreciated. Searched the forums but couldn't find anything relevant. Thanks!
Replies
http://www.creativecrash.com/maya/downloads/scripts-plugins/texturing/c/sdv_xformuv--2
I use KAM Mapper/UV Ninja, but that costs money but does more stuff.
oglu: omg...yes that works! the only thing is if u want to move it to a certain position on the uvs, you can't, meaning if i input 2.54 it's going to take my shell 2.54 units to the right, and if i input 1/54 after that it's going to take me another 1.54 units to the right where i would want 1.54 to be the actual uv position in the window.
regardless that still helps tons though, thank you
http://www.creativecrash.com/maya/downloads/scripts-plugins/texturing/c/uvdeluxe
I came across a script a year or so ago on cg hub that let you shift uv shells +1 -1 u/v via marking menu (shift+rmb/ctrl+rmb) but when my last computer took a dump it went the way of the dodo.
Wondering if anyone has that script or one similar. I've tried all the usual places, but that doesn't mean I haven't overlooked it.
http://www.creativecrash.com/maya/downloads/scripts-plugins/c/sdv_xformuv--2
It´s allright, or?
+3
Definitely the most useful UV script I've ever seen or had for Maya. It has everything mentioned here and more. Will save you hours. And yes, it definitely works for Maya 2013.
Roadkill UV is a nice start to auto unwrap. I bought UVNinja on creative crash, its ok, probably not with the $35 but there are some nice features similar to UVDelux and a few more robust ones, that are nice... but really nothing makes maya as good as other software
Siggraph Modo was pushing how amazing it is at UV'ing, but I've not used it. They had a big crowd for their demo tho.
The demo of 3D Coat is a month free full featured. If you need I can make you a quick how to video for UV'ing in it.
Not Worth $35? Sorry to hear that.. I have save a ton of time with the Ninja UV. What features would you like to see to make Ninja_UV worth $35.00 . I'm always updating the tool so i do appreciate suggestions. Maybe one day you will be "Well worth $35.00"
I've used UVNinja for a while now, and it is part of my workflow for editing UV's.
my only complaint about your tool is the straighten UV's works only 1 out of 20 times. If there was an exposed grid value of which its snapping to or if you are run through edgeloops convert selection to UV's, straighten... I just don't know why every now and then it works perfectly. b/c most of the time its undo, redo by hand.
I will say that UVNinja is the best tool for making maya better at UV'ing that I've found. I stopped using the Ninja Mapping but just testing it now maybe I should go back to that.
Its also not quite fair for me to say what its worth since I don't use it for all the reasons it was made. I bake textures with VRay for example. And 3D Coat for most UV work. 3D Coat interactively auto unfolds islands as you select and un-select seams, displays tension compression, has rainbow checkered colored islands, many different methods for auto packing UV's... its not close. I then go back into maya for some fine tune editing. So I'm missing out on the best part of UVNinja the Ninja Mapping.
Its damn good tho, just maya's workflow can only be helped so much.
I was surprised that you wrote the whole thing in MEL, (I'm surprised that you've not made it a plug-in yet, just to protect yourself. Whats stopping free UVDelux from stealing parts of your code and give it away? They already look like they have some similar functions. Tell you what, I do think UVNinja is the best Maya UV solution so if you make it C++ plug-in I'll help you make icons for it. Its not that I need it as a plug-in but you should go that route, you're obviously smart enough to do it and then some.
The Ninja Mapping automates alot of mapping tasks. creating a planar projection.. then rotating it.. scalingi it .. unfolding it and scaling to a pixel ratio. a process that is tedious.. is set to a button click. makes it easy to re-map when you make changes to object.
The reason i have kept it in mel is for portability. I see alot of posts wanting an updated version of a plugin and they dont get it. As long as its in mel its should be backwards compatible. At my company we are still using 2009 because they have not gotten our plugins to work with newer versions of maya.
Completely free, completely integrated with the default editor and comes with features such as:
-Stack UV shells
-Orient UV shells
-Align UV shells
-Spread UV shells
-Set texel density
-Calculate pixel distance
Has an advanced UV manipulator you can operate completely with your mouse, has an integrated UV set editor and yea... it's free and work for all versions of Maya!
Ninja UV 3.7
1. added an option to delete history when running Ninja Mapping. This will speed up uv mapping
2. improved Auto Unfold guessing. It will now select between HV VH and Both
3. adjusted UI of the preview section
4. Added buttons to the UV Editor if you use the [UV editor] button in Ninja_UV. (works in 2011 and up only)
5. Added a straighten UV Selection. This is a much improved way of straightening UV's. It will work with uv shells that have holes.
The angle tolerence will determine which edges will get straigtened.