Another quick update, to respond from some request :
//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 functions compatible with the G-Key (repeat key) of maya
(weld/cut UV, fill hole, insert edge loop, merge center, delete edges/vertice)
F Yes! This tool is incredibly awesome! Especially useful for max users going to maya.
You know, it's funny, because I hate Max so much. x]
But your are right, at the end my UI is very similar to the one inside Max. Or even better (I hope ).
One thing I notice is when you try to save a UV snapshot, Maya crashes for me. Maybe it's because you can't choose the file format?
That's very strange, I can't reproduce this problem. Can you describe more precisely (like a step by step) your process ?
I have tested on an other computer and it's fine too.
I know that my snapshot button is a bit rigid because a force you to use the tga format (but for me it's the common file format for real-time development, and because you get the transparency of the wireframe in the alpha channel).
Normally it's working in Maya 2012, do you get a specific error ?
I will be able in a few hours to use my script on computers with Maya 2012 so I will do some tests.
So, I have launched my script on a computer with Maya 2012, it's working without any big problems. Most of the tools are working.
I have tried the snapshot save and in maya 2011 the filename extension is set to tga (and you can see it in the save window) but in Maya 2012 the extension is not showed. It's a visual problem, because if you save the file anyway it's working.
I have tried the snapshot save and in maya 2011 the filename extension is set to tga (and you can see it in the save window) but in Maya 2012 the extension is not showed. It's a visual problem, because if you save the file anyway it's working.
I'm using maya 2012
Usually I save as png, but I tried changing the settings on tga, saving a snapshot using the common way (with success), and then tried to save another snapshot using the snapshot button.
The first time, maya just crashed; the second time maya gave me a error message and then crashed:
"Fatal error. Attempting to save in C:/Users/Oni/AppData/Local/Oni.20120504.ma"
-Added curve tools
-Added new UV tools (projection directions)
-Added new normal tools (Normal cap/fillet)
-Added new tool : snap vertex to nearest point on grid
-Removed flip triangle direction (available with ctrl + alt + left or right arrows)
-Added new shortcut for increasing/decreasing grid subdivisions (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
I'm using maya 2012
Usually I save as png, but I tried changing the settings on tga, saving a snapshot using the common way (with success), and then tried to save another snapshot using the snapshot button.
The first time, maya just crashed; the second time maya gave me a error message and then crashed:
"Fatal error. Attempting to save in C:/Users/Oni/AppData/Local/Oni.20120504.ma"
Sorry to read that. :poly103:
I have asked some friends to test again, but they don't get the crash, like me they can save the file without any problems. I don't understand why this happen to you.
Sorry to read that. :poly103:
I have asked some friends to test again, but they don't get the crash, like me they can save the file without any problems. I don't understand why this happen to you.
Probably is a problem with my Maya. I will install this new version and give you a feedback
Not yet, the UI before Maya 2011 is a bit different, I need to update my code.
Unfortunately I don't have enough free time to do it now.
I will probably update my code in June/July this year.
/edit : I just gave it a try (maya 2011) and it works like a charm and is pretty useful!
Quick suggestion (which would make it the ultimate tool for me) : Adding a "Custom tool" section between "Tool" and "Normal" that would allow us (users) to easily drag and drop our own Shelf buttons. I love the fact that this window is un-dockable and stays up in full screen. I just wish I could customize it a bit more by adding the rest of the tools/scripts I usually use in maya
//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 quicker access
//froTools 3.1.1
-Added the "Apply random colors" for the UV shells (with texture export)
Also, I think I will still don't have the time to do the Maya 2010 version.
Quick suggestion (which would make it the ultimate tool for me) : Adding a "Custom tool" section between "Tool" and "Normal" that would allow us (users) to easily drag and drop our own Shelf buttons. I love the fact that this window is un-dockable and stays up in full screen. I just wish I could customize it a bit more by adding the rest of the tools/scripts I usually use in maya
I have already thought about that but I put the idea down because it will need knowledge that I don't currently have (even if I think it will be not too hard to achieve) and also a way to save your preferences (because otherwise the script will lost your icons every time you launch the script).
Also, is there a way for me to setup the window so that when I start the tools, it's a floating window that is appropriately sized to show all the tools? Right now I have it set to floating, but it's a small square. I changed some of the int values, but it just made it wider, not taller.
Froyok - i really love your tools - thank you so much !
Id like to see an optionbox feature - maybe if you shift+click one icon,
that you can reach the optionbox faster !
in the tools section - split polygon tool for example - sometime its nice to
uncheck autocomplete or fix quads ..
Maybe you already included this things and i just dont know it yet
// edit: a workarround is, when you open a option box ( tools settings)
it chances with the icons too - should work for now
Im using frotools 3.1.2 on maya 2011. I can't seem to locate "Apply random colors" to uv shells function?
The function is located on the top of the setting tab. You can set random colors and then export them as a color map. There is some small bleeding problem for the moment, I'm trying to fix it.
---
I have made a 3.1.4 version some month ago, you can try to update : https://dl.dropbox.com/u/13564647/maya/froTools314.zip
(The UV shell colors function was moved down in the 3.1.4 version, but still in the setting tab).
I'm also working one the 3.2 version which will bring a lot of fix and some new tools.
this looks pretty cool! are there some videos to show how the tools work? is that a target weld in your tools? your target weld work like in max? does your edge loop button allow you to select poly loops as well as edge loops...or could we request a poly loop button?
this looks pretty cool! are there some videos to show how the tools work? is that a target weld in your tools? your target weld work like in max? does your edge loop button allow you to select poly loops as well as edge loops...or could we request a poly loop button?
In maya you select edge loops by double clicking them, and for poly loops you click on a poly, hold shift, and double click on the poly next to it. You can also select a partial loop this way.
In maya you select edge loops by double clicking them, and for poly loops you click on a poly, hold shift, and double click on the poly next to it. You can also select a partial loop this way.
ah the shift trick is brilliant! I was always selecting a ring of edges and then converting to faces!
//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
I don't know how the "target weld" works in Max. In my script it works like that :
Select a vertex, call the function -> it will try to find the closest vertex of it, move on it and will weld itself on it.
in max it basically does what maya does when you hold v with the move tool and the vert snaps to other verts except when it snaps it actually welds both verts immediately so you dont have to collapse them together.
ya in the shift + rob marking menus drag up and select merge vertex tool while a vert is selected, and it will give you a interactive tool that works just like the max one. this is a built in tool.
It lets you drag a vertex onto another one and it merges them.
ah I did have this on my shelf it just wasnt working because it kept snapping wierdly and selecting verts that werent even on the mesh I wanted. might be my mesh is rather small or something, thanks!
I don't like this tool too because its behavior can be very random. And the problem is that it's a tool, which mean you have to switch between it and the other tools.
In my script the target weld can be just a short cut (alt+d) so it's really very fast to use. It's easier because you don't have to move the vertex by yourself on the point you want to weld, the script do it for you. That's mean you don't have to waste your time on moving it precisely/correctly.
I use a lot the target weld when I modeling, combined with my custom extrude (ctrl+d).
I should make a video one day to show how useful some tools can be sometimes.
Sooo.. What if you have five verteces. One in the middle and the other four around it at the exact same distance. Will it wonder forever which one to weld to and thus freeze Maya? Or wWill it randomly weld to one of the four verteces? =P
Depending on the verteces I need to weld delete edges, or just vertex snapping a bunch of verteces and when done moving them around I hit "m"(my hotkey) to merge all of them at once.
Anyway I feel like I am going off topic here.
(I havent even used your tool (le Shame). I am bookmarking this though and will take a look at it later for sure! =])
Sooo.. What if you have five verteces. One in the middle and the other four around it at the exact same distance. Will it wonder forever which one to weld to and thus freeze Maya? Or wWill it randomly weld to one of the four verteces? =P
It will chose the first one who comes in the list of the vertices.
Depending on the verteces I need to weld delete edges, or just vertex snapping a bunch of verteces and when done moving them around I hit "m"(my hotkey) to merge all of them at once.
Anyway I feel like I am going off topic here.
(I havent even used your tool (le Shame). I am bookmarking this though and will take a look at it later for sure! =])
Well, it's always cool to discuss about tools if in the end it helps to discover a new workflow !
Replies
heh heh... LOTR humour is there no end to it...
Download : http://www.froyok.fr/maya/froTools305R1.zip
You know, it's funny, because I hate Max so much. x]
But your are right, at the end my UI is very similar to the one inside Max. Or even better (I hope ).
One thing I notice is when you try to save a UV snapshot, Maya crashes for me. Maybe it's because you can't choose the file format?
I have tested on an other computer and it's fine too.
I know that my snapshot button is a bit rigid because a force you to use the tga format (but for me it's the common file format for real-time development, and because you get the transparency of the wireframe in the alpha channel).
but it does in 3.0.5
Edit - Nevermind i found its to do with have the old script and the new one loaded at the same time :P
I will be able in a few hours to use my script on computers with Maya 2012 so I will do some tests.
Yeah, some functions in the 3.x are the same as the 2.x that's why you get some weird errors.
I have tried the snapshot save and in maya 2011 the filename extension is set to tga (and you can see it in the save window) but in Maya 2012 the extension is not showed. It's a visual problem, because if you save the file anyway it's working.
I don't have yet added the full support for Maya 2010, I need more time, sorry.
I'm using maya 2012
Usually I save as png, but I tried changing the settings on tga, saving a snapshot using the common way (with success), and then tried to save another snapshot using the snapshot button.
The first time, maya just crashed; the second time maya gave me a error message and then crashed:
"Fatal error. Attempting to save in C:/Users/Oni/AppData/Local/Oni.20120504.ma"
Changelog :
Download : http://www.froyok.fr/maya/froTools31.zip
Sorry to read that. :poly103:
I have asked some friends to test again, but they don't get the crash, like me they can save the file without any problems. I don't understand why this happen to you.
Thanks alot for a wonderful Tool.
Probably is a problem with my Maya. I will install this new version and give you a feedback
Unfortunately I don't have enough free time to do it now.
I will probably update my code in June/July this year.
/edit : I just gave it a try (maya 2011) and it works like a charm and is pretty useful!
Quick suggestion (which would make it the ultimate tool for me) : Adding a "Custom tool" section between "Tool" and "Normal" that would allow us (users) to easily drag and drop our own Shelf buttons. I love the fact that this window is un-dockable and stays up in full screen. I just wish I could customize it a bit more by adding the rest of the tools/scripts I usually use in maya
Great job, man! Thx
Here is the version 3.1.2 : Download
Changelog : Also, I think I will still don't have the time to do the Maya 2010 version.
I have already thought about that but I put the idea down because it will need knowledge that I don't currently have (even if I think it will be not too hard to achieve) and also a way to save your preferences (because otherwise the script will lost your icons every time you launch the script).
Although it seems you removed the Convert Selection options! Or am I not seeing them?
I'm running version 3.1.2 in Maya 2013.
Thank you so much
Also, is there a way for me to setup the window so that when I start the tools, it's a floating window that is appropriately sized to show all the tools? Right now I have it set to floating, but it's a small square. I changed some of the int values, but it just made it wider, not taller.
Thanks again.
For having an automatic size you need to change a specific value. Find the following code : Change the "-h 200" by "-h xxx" where "xxx" is the size that you want.
I recommend something like 700.
(I guess I will update the code to make it make easier to edit. At least for this.)
Id like to see an optionbox feature - maybe if you shift+click one icon,
that you can reach the optionbox faster !
Greetz
uncheck autocomplete or fix quads ..
Maybe you already included this things and i just dont know it yet
// edit: a workarround is, when you open a option box ( tools settings)
it chances with the icons too - should work for now
Well, I don't think it's possible to have right-click option on an icon. At least I don't know if it's possible in mel script.
This one could work. I can change the current icon button with the same as the shelf can have.
Cheers !
For the moment I don't have the time to work on it. I can't garantee I will do this version soon.
Im using frotools 3.1.2 on maya 2011. I can't seem to locate "Apply random colors" to uv shells function?
The function is located on the top of the setting tab. You can set random colors and then export them as a color map. There is some small bleeding problem for the moment, I'm trying to fix it.
---
I have made a 3.1.4 version some month ago, you can try to update :
https://dl.dropbox.com/u/13564647/maya/froTools314.zip
(The UV shell colors function was moved down in the 3.1.4 version, but still in the setting tab).
I'm also working one the 3.2 version which will bring a lot of fix and some new tools.
In maya you select edge loops by double clicking them, and for poly loops you click on a poly, hold shift, and double click on the poly next to it. You can also select a partial loop this way.
ah the shift trick is brilliant! I was always selecting a ring of edges and then converting to faces!
The changelog :
Select a vertex, call the function -> it will try to find the closest vertex of it, move on it and will weld itself on it.
in max it basically does what maya does when you hold v with the move tool and the vert snaps to other verts except when it snaps it actually welds both verts immediately so you dont have to collapse them together.
It lets you drag a vertex onto another one and it merges them.
ah I did have this on my shelf it just wasnt working because it kept snapping wierdly and selecting verts that werent even on the mesh I wanted. might be my mesh is rather small or something, thanks!
Though after a bit of testing it seems it helps to "isolate select" whatever you are working on.
Isolate select is handy for allot of things anyway so I suggest to use it as much as possible. :P
In my script the target weld can be just a short cut (alt+d) so it's really very fast to use. It's easier because you don't have to move the vertex by yourself on the point you want to weld, the script do it for you. That's mean you don't have to waste your time on moving it precisely/correctly.
I use a lot the target weld when I modeling, combined with my custom extrude (ctrl+d).
I should make a video one day to show how useful some tools can be sometimes.
Depending on the verteces I need to weld delete edges, or just vertex snapping a bunch of verteces and when done moving them around I hit "m"(my hotkey) to merge all of them at once.
Anyway I feel like I am going off topic here.
(I havent even used your tool (le Shame). I am bookmarking this though and will take a look at it later for sure! =])
Well, it's always cool to discuss about tools if in the end it helps to discover a new workflow !