Re: XSI needs UV editor improvements

Date : Thu, 03 Aug 2006 14:59:00 -0400
To : XSI(at)Softimage.COM
From : Kris Rivel <kris(at)krisrivel.com>
Subject : Re: XSI needs UV editor improvements
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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