One week ago I found what my team spend a lot of time for reviewing
UV and padding. So I decided to wrote script for Maya for checking
padding. Main condition was - Maya LT, so I can use only MEL…
I solved the problem. In few words: calculate hypotenuse from Point C
(vertex) to A and B points (edge vertices) using minimum padding (small
cathetus CD) and compare (AD+DB) with real edge length (AB). And some
simple (or not
) conditions, exceptions, inspections… And a lot of optimization,
because at first time all worked great… but spent a a lot of time…
Also at begun I checked harden/soften edges+saved them in list, so at the end I assign them back.
small GIF presents result, Pinned vertexes have small padding to near UV shell:
more boolean clean up..... path creation tool using a spline to mark the path which is then cut into the mesh (still needs work, quads for the path and path aligned uv's in another map channel and a few spurious situations or places where my routines fail and an absolute pain to track down)
this is looking awesome, would be a huge time saver for certain modeling
techniques. I'm currently doing this manually via shapemerge and it's a
p.i.t.a. scripting with shapemerge is impossible as well so i've been
at a roadblock for a while. Does your method scale well with higher
density meshes? how about multiple splines per mesh? (i.e 10 - 20) i
know you're in the early stages with this but it looks very promising
for organic hardsurface panel seams. turned into a dead end, it was based on some poly mesh boolean routines in the SDK which turn out too be far to flakey and unreliable and unpredictable to use in any kind of tool. The whole of editable poly in max is PITA bug ridden mess probably why there are so few quality tools doing this sort of thing.
Well that looks like another fantastic tool ! Very curious to see what kind of results one could get out primitives that are as optimized/lowpoly as possible.
Hi all,I made a small script called Bevel Modifier. It will modifies the bevel which is already created.Also it works on triangels and N-gons in case you are wondering.use:Select any number of edge loop (no intersection of loops) and use the "Bevel +" to increase and "Bevel -" to decrease the bevel value. As you can see the value on the left is that how much you want to increase/decrease. it will be very useful if you note down that value and you want to do the same adjustment for different object(s).p.s : I am doing this for my second version of the Nitropoly. So you will get this soon.
@malcolm - thanks and I am planning to release before February. Currently getting suggestions from other peoples about the tool and UI Improvements. Need to fix old bugs along with the new update.So, you will get this soon.
Demo and Instructions : https://srivignesh35.github.io/nitropoly/
NOTE: Tested on Maya 2017 & 2018. Feel free to report bug or feature.
Email : [email protected]
Hello All,Finally...NitroPoly - V2.0 - The Ultimate Modeling Tool For MayaDemo and Instructions : https://srivignesh35.github.io/nitropoly/NOTE: Tested on Maya 2017 & 2018. Feel free to report bug or feature.Email : [email protected]
Thanks and about the grid fill. I am planning to completely write that in c++(Maya api). So, it will have lot of control in real-time. Hope it will get added in the next version.