Re: multiple object in uv editor

Date : Thu, 4 Jan 2007 14:48:32 -0800
To : XSI(at)Softimage.COM
From : "Steven Caron" <carons(at)gmail.com>
Subject : Re: multiple object in uv editor
he was referring to maya's editor i believe...

"...in its texture editor..."



On 1/4/07, Bernard Lebel <3dbernard(at)gmail.com> wrote:
Nothing of what you describe happens here.
The contextual menu you mention has no select UV feature whatsoever.
If I shift select the UVs of various projections, it deselects the current one.
If I select samples of all seperate projections and scale, the
currently selected projection is scaled only.

Btw, using 5.11.


Cheers
Bernard



On 1/4/07, Wayne Williams <wayne.williams(at)theorphanage.com > wrote:
> Select all your objects and open the texture editor. All the uv's will be in
> there. Right click and select UV. Then select the uv samples. Use Shft to
> add more uv samples to the selection until  you have them all. Then scale.
> This is literally going to save almost a whole days worth of work , as I
> have approximately 700 pieces to deal with.
>
> ----- Original Message -----
> From: "Bernard Lebel" < 3dbernard(at)gmail.com>
> To: <XSI(at)Softimage.COM>
> Sent: Thursday, January 04, 2007 12:22 PM
> Subject: Re: multiple object in uv editor
>
>
> > And HOW do you do that?
> >
> > Bernard
> >
> > On 1/4/07, Wayne Williams <wayne.williams(at)theorphanage.com > wrote:
> >> Thanks for the reply Bernard. I found out from a fellow coworker that you
> >> can select and manipulate multiple objects and their UV's at the same
> >> time
> >> in its texture editor. This is a HUGE time saver and would be a hyper
> >> boost
> >> to uv editor in xsi if you dev guys ever get time for it.
> >>
> >> ----- Original Message -----
> >> From: "Bernard Lebel" <3dbernard(at)gmail.com>
> >> To: <XSI(at)Softimage.COM>
> >> Sent: Thursday, January 04, 2007 12:03 PM
> >> Subject: Re: multiple object in uv editor
> >>
> >>
> >> > We get bit by this one every once in a while, probably at least once a
> >> > week.
> >> >
> >> > What we usually do is indeed merging, scale the UVs, than copy-paste
> >> > back the UVs from the merged to the separate pieces, from one TE to
> >> > another. On large groups of objects it can be tedious.
> >> >
> >> > If someone ever found a better way to this, I too am interested in
> >> > hearing about it!
> >> >
> >> >
> >> > Cheers
> >> > Bernard
> >> >
> >> >
> >> >
> >> > On 1/4/07, Wayne Williams <wayne.williams(at)theorphanage.com > wrote:
> >> >>
> >> >>
> >> >> What is the workflow you guys typically use for scaling out uv's when
> >> >> you
> >> >> have multiple objects. Ex. Model a vehicle with 100 parts  that each
> >> >> get
> >> >> uv'ed. Apart from merging all the pieces together and passing on the
> >> >> uv's,
> >> >> how do you uniformly scale all the pieces? I don't want to merge,
> >> >> because
> >> >> the model needs to be in pieces. Is there a way to merge, keep the
> >> >> parent
> >> >> pieces, scale the merged models UV's uniformly so all the uv's are
> >> >> nice
> >> >> and
> >> >> in proper proportion with one another, and then pass that data on back
> >> >> to
> >> >> the original parents uvs? Or is there some other workaround to this
> >> >> issue
> >> >> that is eluding me? Thanks for any suggestions.
> >> >> -Wayne
> >> > ---
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