Version 3.2.5 now available !
Download :
http://www.froyok.fr/maya/froTools325.zip
Full manual :
http://www.froyok.fr/blog/2012-12-frotools-3-2-new-enhanced-ui-and-tools
Hello polycounters, I have made a script for Maya which mix a lot of tools. I have tried to make a good toolbox for working more efficiency in Maya while I do some models. Since some of my friend wanted to get this script, I have made a public release ! Enjoy.
Changelog :
//froTools 3.2.5
-Added a checkbox to disable the CTRL+d manipulator change
-Updated the UV window (minor changes such as better button names)
-Updated the "duplicate faces" for Maya 2013 : removed the offset change
-Updated BestPlan and BestOrtho fucntion : now show the UV manipulator
-Updated the "Export path" : now single field and path is saved inside Maya variables.
-Updated FBX default option : "connection" is now disabled by default (for UDK export compatibility)
-Updated the "UV Center" : selection converted when called from UI window.
-Updated the CTRL+d duplicate : keep the current manipulator
-Fixed "froWindow3" killing error (when preferences weren't existing)
-Fixed the missing size field for the Snapshot UV function.
-Fixed the crash with the Photoshop path (removed the exe file filter)
-Fixed the annoying message "Warning: Some items cannot be moved in the 3D view.".
//froTools 3.2
-New icons for UV tools/Transform
-New UV editor window (new icons, new organization, auto center placement)
-Updated ngons selector
-Updated the main UI to enhance the workflow
-Updated grid subdivisions shortcut : now power of 2 + work in the UV editor window
-Added "Convert smooth", "combine" classic and "combine" weld, Normals constrain tool + Conform
-Added new UV tool : best averaged plannar projection and best orthographic plan from camera angle (Best ortho plan)
-Added double click options for Polygon creation and some Tools (split, slide, edge loop)
-Added custom path to open with Photoshop (instead of using the Maya prefs setup)
-Added UV set transfert (copy one UV set content to an other mesh)
-Added Flip Edge from faces selection (also working on edges)
-Added "Edge selection to Curve" tool in the Curves tools (with option to Open/Close)
-Added "Edge loop and delete" tool (faster way to loop an edge and delete it)
-Fixed a bug in the Interactive tool (bevel/merge)
-Fixed the mirror function, now working when mesh is in object and component mode
-Fixed and Re-added the selection convertion (with option to toggle it)
-Fixed a compatibility issue with the froXnormal script (window name)
-Fixed the CTRL+D extrude : does not conflic anymore with Maya options
-Removed "Merge to center", "Split edge" (bugged/duplicate of other tools)
//froTools 3.1.4
-Updated to support last updates of the FBX exporter (FBX 2012/2013)
-Updated UI on the Settings tab (new colors and organization)
-Added choice to use the fbx file format version (2009 to 2013)
-Removed "default" button setting for FBX (broken and not usefull)
//froTools 3.1.3
-Added "Keep Location" and "Center to grid" option for the OBJ exporter.
-New colors for the UI, easier location of the tools
//froTools 3.1.2
-Added obj UVset export : you can export the desired uvset from a mesh to an obj file
-Added combined export with desired filename for FBX and OBJ.
-Added UVs button in the main dock for a access
//froTools 3.1.1
-Added the "Apply random colors" for the UV shells (with texture export)
//froTools 3.1
-Added curves tools
-Added new UV tools (projections directions)
-Added new normals tools (Normal cap/fillet)
-Added new tool : snap vertex to nearest point on grid
-Removed flip trangle direction (available with ctrl + alt + arrows left or right)
-Added new shorcut for increasing/decreasing grid subdivivions (alt+x and alt+c)
-Changed hotkey for target weld (now alt+d)
-added "individual" checkbox for FBX export, if you uncheck it everything selected is exported in one FBX file
//froTools 3.0.5 R2
-Fixed custom UV rotation function (invalid call)
//froTools 3.0.5 R1
-Fixed the hide of the menubar in the hypershade/viewports (you have now a button with the HideUI)
-Added some fucntions compatible with the G-Key (repeat key) of maya
(weld/cut uv, fill hole, insert edge loop, merge center, delete edge/vertice)
//froTools 3.0.5
-Fixed dockControl system for Maya 2010 and before.
-Fixed an invalid call of a function with the texture window button
//froTools 3.0
-New UI : Simple window with 2 tabs (poly tools and settings)
-New UI : UV windows with integrated tools
-New UI : added a lot of new icons
-Rebuild some function in a more clean way.
Replies
One thing I have notice that doesn't work is the vertex size slider (in viewport 2.0 the vertex looks like not displayed).
The UV Borders have the same problem.
I don't think that the problem is from my toolset, it's just Maya who doesn't display these elements.
Most of the "Polygons tools" can be used to make props. I can maybe add some "paint" tool, like the different sculpt geometry tool options.
I will maybe add the slide edge tool too.
A smart select feature when creating quads verts/edges so that you don't have to have the cursor right over the component (be able to set the detection distance).
Feature to brush or smudge many verts around the surface with adjustable fall off- or maybe soft select already takes care of this?
When you extrude edges it looks like it snaps the new edge to the live mesh so the verts are not on the surface. Would be nice to have a quick way to snap all these verts to the live mesh with a click.
Might be nice to be able to ghost the live/reference mesh or the retopo mesh from the interface.
I´ll give it a try.
Unfortunately, the soft selection/average vertice tools doesn't work with the live selection.
I have no idea for the moment on how to implement that, but it's planned. It will need a little bit of work I think to achieve that.
It's because the selection is based on the center of the edge, not of the vertice positions. I feel too it's annoying, but I don't have an idea for the moment to improve that.
I think if I try to snap the vertice automatically on the mesh even while moving in edge mode, it will make some problem with huge edges (I guess).
What do you mean by ghost ?
Thanks for the suggestions anyway !
Currently I'm trying to make a tool directly for extrude quad, exactly like in topogun. It's bit hard for me since I'm not a mel expert, it will just take some time.
Héhé, In my case I don't like most of the retopo tools (I prefer topogun at least) this is why I was looking for a solution directly in maya.
Nex is good, but a bit old and have poor performances in maya now.
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A good trick I have tested and it works well is to make a basic polygon cylinder, remove the top and down faces and move the object around a part or your character. With the lcRetoo you have just to "skin wrap" and relax a bit the vertex and you get a base retopology very quickly.
For making arms or legs is very helpful !
Sorry for the confusion. I mean like an X-ray view where the mesh is translucent. So for example, the ability to make the live/reference mesh x-ray, but keep the retopo mesh opaque, or vice versa.
Well, there's actually a script out there for object based x-ray view. I think Maya's default x-ray viewport option applies to the whole scene. A custom shader might be cool, but also may not be necessary because an x-ray view is typically independent of the shader.
What is new ?
Download and full manual : http://www.froyok.fr/blog/2012-01-frotools-2-5-new-uv-tools
Here the direct download link : http://www.froyok.fr/maya/froTools25blog.zip
I'm curious, what do you use for your retopology ?
Don't really have a problem with all this as it stands. It's up to you how much further you want to take this as a retopo tool, but just as a heads up, in addition to everything unique my tool does, I have either implemented the features requested/discussed here or are well on my way to including them. Please, please don't take that to mean I am discouraging you. This is still very convenient and what both you and Leonardo have done is very commendable. Hope you continue adding all sorts of useful functionality to it.
Haha, it's very funny ! it's because I'm waiting since a long time RetopoG that I'm doing this ! Your tool have inspired mine !
Be sure that I will be one of the first tester of retopoG !
So don't worry, no problem with your comment !
(And I'm an such an idiot, why I didn't read your signature ?)
Downloaded the 2.5 version and tried to call the script "froTools2" it couldnt find it. so i read how to install the original and it says to type "froRetopo2" so i tried that. it didnt launch the tool but then typing in "froTools2" after that the tool launched and ive set the shortcut to shelf.
I'm working on the 2.6.5 since a few days, so I will update a fix inside it !
Maybe the problem comes from Maya directly.
I think even If you have added the script before launching Maya you need to sue the "source" command to load the script ("source froTools2.mel") and then launch the command "froTools2".
(The shelf button is already configured like that to just have replacing the script and don't need to remake the shelf button)
I will do some other tests...
I run the setup but it gives me this.
// Error: runTimeCommand: Object 'xsiDuplicateKey' not found.
Any idea? Maybe I did something wrong.
I can't provide an update yet because I have a lot of code which is not ready.
What you can do for the moment is fixing by yourself the code. In the script, find this part : And replace all the function by this :
Looks like that worked. Thanks for the quick reply! I'm looking forward to the next update.
http://www.creativecrash.com/maya/downloads/scripts-plugins/modeling/poly-tools/c/interactivetool
you know when you extrude in maya, there's a popup like caddies in max, i wonder if you could implement that in the bevel, that would be awesome cause we dont have to slide the amount from the channel box.
This is for extrude but I'd hope to see it in bevel
Cheers!
Adding the interactive tools is doable, but the display on the UI looks like something more hard to achieve. I will see what I can do.
Also, I'm using Maya 2011, so I will not be able to get the same system as in Maya 2012.
[EDIT] I guess that a simple small window which pop-up while you perform this type of task will be fine.
Download : http://dl.dropbox.com/u/13564647/maya/froTools265blog.zip
Manual : http://www.froyok.fr/blog/2012-02-frotools-2-6-5-new-anim-tab-fbx-export-and-more
Change log : Presentation of the features :
[ame="http://www.youtube.com/watch?v=gPn-sOSjFMk"]froTools 2.6.5 - Tab Poly - YouTube[/ame]
[ame="http://www.youtube.com/watch?v=P9nkhFf0oQc"]froTools 2.6.5 - Tab UV/Anim/Misc - YouTube[/ame]
(Sorry for my poor english, I hope it's understandable !)
Im using maya2012
however the ToQuad function doesnt work for me I have to hit ToTri then ToQuad
Also the TglNrml is now Vertex Normals?
another couple useful things might be tool tip popups and is there a way to redo the last tool used? like usually in maya you press G and it will repeat last tool you had
-ToQuad (as the classic Quadrangulate of Maya) doesn't work on nGons, this is why you need to perform a triangulation before.
-TglNorm simply display the normal on your object, you can use the field just below the button to change the size of the displayed normals.
The previous TglNorm was displaying the normal of a face, but I thought that it was not a good idea since normals on vertices are more important. This is why the button now display only the normals on vertices.
I will try to add annotations on the buttons for the next update (but honestly, I don't plan an update soon. It took me a lot of time to made this update and I have a lot of work to catch up).
Download : http://www.froyok.fr/maya/froTools265blog_big.zip
Download : http://www.froyok.fr/maya/froTools30.zip
There is no true manual this time because I'm a bit lazy and mostly because I have added annotations on every buttons.
Full credits/install instructions here : http://www.froyok.fr/blog/2012-05-frotools-3-0-a-better-ui-for-a-better-workflow
Cheers
Unfortunately I have only maya 2011.
I will see what I can do. Can you still launch the window or not ?
Sorry... but I never succeeded to understand this joke. x]
-Fixed dockControl system for Maya 2010 and before.
-Fixed an invalid call of a function with the texture window button
Download : http://www.froyok.fr/maya/froTools305.zip
Does it work now ?
[EDIT] okay, I have a friend who has Maya 2010, with his help I was able to fix some errors specific to the UI, I get this for the moment. I will need more time to make it compatible with Maya 2010.
I got this error message now : // Error: Too many children in layout: frameLayout8
Took a bit to make work, but it ended up working great!
Thanks Froyok!