[ QUOTE ] I think we need some good scripts for repetitive skinning tasks. [/ QUOTE ] There was some cool stuff like this, some barely realized though, in the Skin Or Die script for Max. Worth a look-see. http://www.scriptspot.com/andrehotz/
dejawolf: i like the idea of being able to group UV chunks for mirroring/layering stuff especially when dealing with UVs for baking where you sometimes end up with stacked elements outside the 0-1 range ... being able to transform a selection inside the 0-1 range and have it correctly update the matching element outside…
I think we need some good scripts for repetitive skinning tasks. Take a skirt, for example... this is a script I started but didn't get to far with. It would be nice to choose some verts and it would do something like auto-assign the weighting based on their location, from some defined gradient/interpolation. Say, you…
Eric, dejawolf: I've finished my script, it appears to work perfectly in all test cases I've given it. It's much more accurate than the other one since it uses the actual UV area rather than a bounding box guess. Obviously it will give more accurate results the closer your UV area is to the geometric area (per UV shell)…
There was a script for max5 that normalized UVs. http://www.scriptspot.com/3ds-max/normalize-uv-elements But it ain't working these days. I'd love a fix for this one, one that doesn't involve Relax, since that changes the UV shape.
I'd like a UVW mapping tool that automatically arranges all your chunks that you've unwrapped without resizing them into the best configuration possible. I'd also like an option to not change the orientation on some pieces when that happens. EQ is right about the LODs. Good mesh optimizers seem non existant. Something that…