Bernard is talking about
editing UV s of multi objects at the same time wich is not possible even in XSI
6, you can see all the projections but only edit one.
2007/1/5, Kim Aldis < XSI(at)kim-aldis.co.uk>:
I was talking about XSI 6. I can open the TE on multiple
objects and see all
the uv sets or I can have one object with multiple UV sets and shift select
them in the UV menu to get any or all of them in the TE view.
> -----Original Message-----
> From: owner-xsi(at)Softimage.COM
[mailto:owner-xsi(at)Softimage.COM]
On
> Behalf Of Wayne Williams
> Sent: 04 January 2007 22:45
> To: XSI(at)Softimage.COM
> Subject: Re: multiple object in uv editor
>
> Sorry about the miscommunication on my part. Hopefully Soft will
> address this issue in the future since it seems many are suffering the
> same fate.
>
> ----- Original Message -----
> From: "Bernard Lebel" <3dbernard(at)gmail.com>
> To: < XSI(at)Softimage.COM>
> Sent: Thursday, January 04, 2007 2:35 PM
> Subject: Re: multiple object in uv editor
>
>
> > Oh, thanks for mentionning it now.
> >
> >
> > Bernard
> >
> >
> >
> > On 1/4/07, Wayne Williams <wayne.williams(at)theorphanage.com>
wrote:
> >> In maya.
> >>
> >> ----- Original Message -----
> >> From: "Bernard Lebel" <3dbernard(at)gmail.com>
> >> To: < XSI(at)Softimage.COM>
> >> Sent: Thursday, January 04, 2007 2:11 PM
> >> Subject: Re: multiple object in uv editor
> >>
> >>
> >> > 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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