That plugin you linked to is interesting, but isn't good enough for production use I don't think, at least games. We do alot of mirroring and overlapping amoung other things that plugin doesn't account for, so then it's just as much work because of having to re-scale/move stuff how you want it. I don't think any script…
thats the problem. i dont want to scale or rotate those things either. they mainproblem i want to pack those uv shells is the texture size by texel density generating. so i dont know before what kind of texture size the texture is. the edgepadding on the other hand is needed. the packing in max itself only woks with quads.…
think i got an idea. when im finished with my texel denstity voodoo im creating a polygon (quad) this quad i add to my object with power of 2 texture. in uv space im stretching the new quad from u 0 to 1 the v starts from 0 to 0,5 then i start to pack without rotating. if the resulting boundig box is from 0 to 1 its a…
I had once the idea of scripting this: so basically some line intersection collision detection between the outer edges of the shells and trying to pull all shells to the upper left corner. But I don't have time to do it anytime soon and it wouldn't be so fast as something compiled with the max SDK. This Guy wrote this…