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UV seam - edge selection, how, max

polycounter lvl 17
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SHEPEIRO polycounter lvl 17
frustratingly cant figure this one out, i just need to select all the border edges of all the uv islands. i need it so that i can use it to create a high poly smoothed mesh and im going to use the mapping as hard edges...

thanks in advance, your so great :)

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  • Neox
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    Neox veteran polycounter
    you want just the open edges? select one edge of the open edges and rightlick select all open edges or something like that :)
  • SyncViewS
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    SyncViewS polycounter lvl 13
    Hi Shepeiro, if you are on 3dsMax 9, you can get this feature in Unwrap Tools 1.50, originally Chuggnut Unwrap Tools.
  • renderhjs
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    renderhjs sublime tool
    select all tVerts
    contract selection in UVeditor ( minus button)
    invert selection
    convert vertToEdge selection

    of course it can also be scritped
  • SHEPEIRO
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    SHEPEIRO polycounter lvl 17
    awsome renderhjs, nice and simple, stupid that max lacks some of these basics

    edit - doesnt work cant shrink selection if all verts in shell are selected :(
  • SHEPEIRO
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    SHEPEIRO polycounter lvl 17
    max is being stupid (its never me)

    i was sure if you have an edge selection in a uvw editor modifier that when you collapsed the stack it saved the selection, but its not doing it for me today.
  • System
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    System admin
    SHEPEIRO you could paint selections in vertex mode if the verts aren't really close together and then select and convert the verts to edges.

    Edit: Your last comment - It does remember the last selections. So yeh, that's one way.


    Neox, that was a joke right?
  • renderhjs
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    renderhjs sublime tool
    sorry about that,
    I was not behind a computer - I had a similar trick used in some related issue with my texTools somewhere. But it seems that it does not contract the selection towards the outer edges the way you would usually expect it.

    Anyway since I like you I wrote a script for you- its not fast but it should do the job for you:

    shepeiroselectopenuvedg.gif
    function select_uv_openEdges =(
        --2009, renderhjs.net
        clearListener();
        if (selection.count > 0)then(--at least an object selected
            local obj = selection[1]; 
            local uv = modPanel.getCurrentObject();
    
            if (classof(uv) == Unwrap_UVW)then(
    
                uv.unwrap2.setTVSubObjectMode 1;--for collecting the elements as bitVerts arrays
                --get Islands as arrays
                local numVertexSelected = #{1..(uv.unwrap.NumberVertices())};    
                local vertElemArray = #();
                for v in numVertexSelected do (
                    vertElemArray[ v ] = 0;
                )
                local elementsCount = 0;
                local elemVerts = #{};
                local elem = #();
                with redraw off;
                for v in numVertexSelected do (
                    if vertElemArray[ v ] == 0 then (
                        uv.selectVertices #{ v }
                        uv.unwrap2.selectElement();
                        elemVerts = uv.unwrap.getselectedvertices() as array;
                        if elemVerts.count > 2 then (-- Ignore elements with less than 3 UV vertices.
                            elementsCount += 1;
                            elem[elementsCount] = uv.unwrap.getselectedvertices();--elemVerts;
                            for i in elemVerts do (
                                vertElemArray[ i ] = elementsCount; -- Mark these vertices with their element number in vertElemArray.
                            )
                        )
                    )
                )
                format "num shells. % x n" elementsCount
                ------------
                local openEdgesBitArray = #{};
                for vts in elem do(
                    uv.unwrap.selectVertices vts;
                    uv.verttoedgeselect();
                    
                    local shell_edges = uv.unwrap2.getSelectedEdges();
                    local min_edges = shell_edges.numberset;
                    
                    local edges = #{};
                    for edg in shell_edges do(
                        uv.unwrap2.selectEdges #{edg};
                        uv.unwrap2.openEdgeSelect();
                        local sel = uv.unwrap2.getSelectedEdges();
                        if (sel.numberset > 1 and sel.numberset < min_edges )then(
                            min_edges = sel.numberset;
                            edges = sel;
                        )
                    )
                    openEdgesBitArray+=edges;
                    format "shell most min. open edges : % n" edges.numberset
                )
                uv.unwrap2.selectEdges openEdgesBitArray;
                uv.unwrap2.setTVSubObjectMode 2;
            )
        )
    )
    select_uv_openEdges();
    
  • Artic
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    Artic polycounter lvl 7
    Somebody found a script that works fine with the Donut shapes?
  • Octo
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    Octo polycounter lvl 17
    It's a mystery to me why the UV editor can't use the same format as editable poly.
    1 for vertices
    2 for edges
    3 for borders
    4 for polys
    5 for elements/uv islands

    And any shortcuts you have set up in editable poly that can be used in the UV editor should match, like target weld, collapse, select loops etc.
    That includes converting between selections by ctrl clicking.
  • cptSwing
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    cptSwing polycounter lvl 11
    Octo wrote: »
    That includes converting between selections by ctrl clicking.

    PolyUnwrapper will actually do that for you (and has open edge detection)
  • Mark Dygert
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    Octo wrote: »
    It's a mystery to me why the UV editor can't use the same format as editable poly.
    1 for vertices
    2 for edges
    3 for borders
    4 for polys
    5 for elements/uv islands

    And any shortcuts you have set up in editable poly that can be used in the UV editor should match, like target weld, collapse, select loops etc.
    That includes converting between selections by ctrl clicking.
    Exactly, I don't understand why max doesn't do this normally or why when they did some work on the UV editor in 2011 they didn't take a second to straighten it out then.

    There it sits, unfinished and unproductive.
    /slow clap.
  • sprunghunt
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    sprunghunt polycounter
    Exactly, I don't understand why max doesn't do this normally or why when they did some work on the UV editor in 2011 they didn't take a second to straighten it out then.

    There it sits, unfinished and unproductive.
    /slow clap.

    You're talking about an application that has several default shortcuts for 'Ctrl-S' - only one of which is 'save file'. The keyboard shortcuts in max, and the interface to reassign them, are one of it's worst features.

    If you select one border edge and start hitting "grow selection" in the UV editor it will grow the selection along the edge until you have the whole shell border selected. But this isn't anything like 'select shell border' in maya.
  • Eric Chadwick
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    Another vote for PolyUnwrapper, lots of good stuff in there. Also TexTools!
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