Yeah, you have some good ideas there. I will have to give Modo,
Unfold3D and UVlayout a try but it still would be really nice to have
these features in XSI. I could go on about having built in 3d paint but
thats a beast of a request and going to another app for that is fine for
now. I would much rather have much more robust and intuitive UV tools
built into XSI.
Kris
James Edwards wrote:
Kris Rivel wrote:
The one thing I thought was pretty cool was Modo's UV editor. I
think it blows XSI's UV editor out of the water in several areas. I
like how you can select polys in the UV layout just like you would in
a viewport. That makes total sense. I'm sick and tired of just
moving points around sometimes or sinking my UV selection to a
selection I made in a viewport. We need to have some good built in
pelt mapping stuff too I think. I know there are some tools out
there for this but really powerful UV tools for quickly laying out
character UV maps is becoming the norm in every other package except
XSI.
Kris
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This is funny because for the last year or so I've been requesting XSI
UV features to be added into Modo whenever the developers ask how we
can improve Modo's UV tools. Stuff like overlapping UV highlight
colors is a direct request from XSI users for instance. =] But then
there's stuff like the unwrap tool and the new UV pinning feature of
the Relax tool that come more from blender than anywhere else. Point
being that lux does listen very closely and follows through on a lot
of user requests. I do agree that Modo has a great UV editing
environment now... especially with the full support of all native 3d
selection and transform tools. I do all my UV editing in Modo now, as
unwrap is my most important tool, and the new paint engine just makes
it easier to keep more of the 3d/2d process in the same application.
I still miss some XSI UV tools though, especially the UV match tool
and island healing. Modo does edge stitching pretty well though so it
sort of makes up for lack of island heal, but the match tool in XSI is
sorely missed when I'm working in Modo. One tool I've been drooling
over since I first saw it was Polyboosts 3D UV tweak mode. With this
you can tweak UVs right on the 3d mesh in a viewport... this is much
easier and more intuitive than doing it in a flat texture view, as
you can see the texture being affected whereever you tweak.
Warning, more 'improvements' requested below. Ignore if you please.
Selection workflow in XSI is one of my biggest beefs with the program
when it comes to modeling. The one thing that would make everything
easier for me is to be able to just have a simple 'edit' mode for
models - where all elements are selectable (much the same way that the
tweak tool works now) this would eliminate having to use multiple
keybinds to switch element selection types. If you want a really good
example of how much this can improve workflow, download Silo and give
the demo a try. It has a multi-selection mode that does just this.
The mode is bound to my thumb button on my mouse and it also doubles
as a 'clear selection' tool so that it can revert to being able to
select any element your mouse passes over. Once an element is
selected you can only select/deselect more of that element until you
drop the selection.
Something like this could easily be added to the spacebar as a state
toggle from object to element selection in XSI. Then all you'd have
to worry about are your methods, such as window, lasso, paint etc.
These could also use some streamlining instead of binding them to
specific element types, which more than triples the amount of keybinds
you need just for doing basic selections. I'd sooner just have a
dropdown menu on one of my toolbars or some kind of mode cycling
(perhaps bound to a key/mousewheel combination). My point being that
selection methods should not be tied to specific element types.
Paint selection is one of my most used selection methods. Would be
awesome if I could use the mousewheel to grow/shrink an actual paint
cursor that gets remembered for each element type. So for edges and
polygons I might have it reduced to just the size of the cursor most
of the time - the way it works now. But for verts I might keep it a
little larger for capturing more points within a stroke. Being able to
combine a modifier (sticky) key with the left mouse button might also
be a good way to switch selection methods on the fly.
Anyway, I ramble because I care. =D
Might or might not be the right place to post this but I figure so
long as the possibility exists that someone in the right place sees it
and something actually happens as a result then it's all worth it.
James
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