Re: UV toolset

Date : Fri, 29 Sep 2006 09:50:30 +0200
To : XSI(at)Softimage.COM
From : André Adam <a_adam(at)49games.de>
Subject : Re: UV toolset
1.: There is only one relax algorithm implemented directly in the TE, unless you go the route Brad pointed out and modify a mesh and project its UVs back using Gator. I've used similar methods a lot lately and really like the option to actually model a uv space for complex geometry.

2.: Nope, unfortunately, at least not that I know of.

3.: If I got that correctly you'd like to use the unique uv projection algorithm for small parts of your object individually, right? Doesn't work that way unfortunately, but you can copy and paste uv coordinates from one projection to the other by simply opening up two TEs with each of the projections visible, selecting uvs, and doing that ctrl-c/ctrl-v stuff between the two TEs. So, if you create a global unique uv projection and one or more regular projections, you can copy parts of the unique uv projection to the other projection where needed. Would that work in your scenario?

Btw, these are all valid points, and I hope Softimage is listening...
Besides, it for sure is also about apples and oranges and it might be a good idea to try and get your colleagues not to mimic Max workflows in XSI but try to get them adept native XSI workflows. Some things work better others work worse, it's always like this...


Cheers!

   -André


Wayne Williams wrote:
I've read through the docs a bit and have tried to figure out workflows similar to how Max's UV editor works but am coming up with nil. These are a few things that I can't seem to figure out and am wondering if they just aren't in XSI's uv toolset or if I just don't know they are there.
1.Max has a "3d relax" tool that can relax based on face or edge angles. With the Face Angle method I think it is taking and looking at the polygons and their size relationship to one another in the 3D view and relaxing the uv samples to match that. The relax uv tool in XSI appears to only do Edge Angle method. 2.In max, when you island heal one sample island to another it rotates and matches the samples so they heal together nicely. Ex. You have a cylinder that has a cylindrical unwrap and is proper uv wise. Sub projection>Planar map the top set of polys and the resultant samples are as big as the cylinder itself. In max, I'd select the top uv samples and island heal one edge to the cylinder and it shrinks the top samples down to match to the cylinder, rotates it, then heals it on. In XSI, it just seems to keep the same size. Is there a way to have it shrink the samples down?
3.Unique Uv's in XSI are great. Unfortunately, I only seem to be able to give an object one set of unique UV at the outset of uv'ing my object. After that I have to sup-project my way through the rest of my samples. In max, we are able to use Unique UV's (flatten map) as a projection and then again as a sub projection over and over. I've found this workflow to be very speedy when uv'ing and hope there's a way to do it in XSI.
Sorry if I'm comparing apples to oranges here with the Max vs XSI mail but just want to help others transition over to XSI one day and need to find out all I can if that'll happen. Thanks for any tips or workarounds you guys can share. Thanks!
-Wayne

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