So get this... I woke up this morning to my alarm, then got out of bed and stood up as one normally would. I then proceeded to black out and fall right on the floor. I'm pretty sure I actually fell asleep standing up. For those of you that havn't tried it, sleep deprivation over an extended period of time is really fun! NOT. I love my new little baby Henry but I'd be lying if I said I wasn't looking forward to getting past this newborn phase. Until then I will be perpetually sleepy...
Otherwise, I'm trying to get back in the swing of things and find some level of normalcy, so I figured the blog would be a good place to start. A lot of you probably checked out one of my posts back in the fall about a new BonusTool that I've been working on called "Auto Unwrap UV's". It has been my most viewed post to date so I guess there must be some interest out there. I've been meaning to post an update for a while now, so I finally decided to get my butt in gear and finish this thing up. Thanks to those of you that reported bugs from the earlier version of the script that I posted. I've fixed all that I could find and have made a few other tweaks to the UI, naming conventions, workflow, etc... Barring any unforseen issues the version that I'm posting here should be the final version that will be included in the next release of bonusTools.
Here is a quick movie that covers some of the things that can be done with the tool. This includes a look at the new UI as well as a more complex example of how the tool can be used ->
And if you haven't already you can watch the movie from my previous post here ->
As for the tool itself here is some basic info about the UI and the associated options...
Description:
This tool can be used to quickly and easily create UVs shells for a variety of objects ranging from roads to pipes to horns to trees to faces. Shells can be automatically unwrapped in various ways based on different options.
Options:
UV Shell Creation
Uniform Face Method : Tries to make each face in the UV shell the same general size in UV space (e.g. a uniform road or pipe)
Proportional Face Method : Tries to scale each face in the UV shell according to their 3D size (e.g. an uneven path or tube)
Basic Unfold : Uses a simple unfold algorithm to spread out the resulting UV shell (e.g. a horn, tree branch, arm or leg)
Advanced Unfold : Takes symmetry into account by initially aligning along a specific axis (e.g. a face or head.) This option also adds the additional step of defining points of symmetry (e.g. tip of the nose or center of the chest)
Initial Projection
Facing X (used only by advanced unfold mode)
Facing Y (used only by advanced unfold mode)
Facing Z (used only by advanced unfold mode)
UV Shell Layout
Uniform Fit : Layout new UV shells uniformly (no distortion) in UV space between 0-1
Stretch Fit : Layout new UV shells non-proportionally (stretch to fit) in UV space between 0-1
Proportional Fit : Layout new UV shells along with any other existing shells for that object based on actual 3D world space size
None : Do not alter size or layout shells at all in UV space
Display Settings
Use Test Pattern Shader : Creates test shaders for better viewing of border edges as well as resulting UVs
Set Edge Color to Red : Temporarily sets selected edge color to red for better visual feedback while tool is active
Isolate Select Object/Faces : Isolates only selected object or faces while tool is active and hides all others
Here is the script itself -> bt_autoUnwrapUVTool.mel (Just source the MEL file from the Script Editor)
19 Comments
oglu
Posted 3 February 2010 7:16 pm
thanks for the update... this tool is getting better and better...
great work...
im looking forward to some maya news...!
im sure there is something on the horizon...
wesm
Posted 3 February 2010 8:09 pm
Wow! Great update. Really looking forward to using this script. Thanks!
Braden99
Posted 4 February 2010 10:43 am
Maya news would be great...
Hopefully soon, even just a teaser!
Naqoyqatsi
Posted 4 February 2010 5:19 pm
Great, but i miss a symmetry edge selection.
andrewhake
Posted 5 February 2010 7:02 am
Forget Bonus Tools, this should be front and center as a main tool for UVs in Maya.
himzzy_the3dpixels.com
Posted 5 February 2010 10:40 pm
many thanks for such a nice tool which is totally free...
johnjoe
Posted 7 February 2010 10:15 pm
Looks fantastic . Thanks so much for your hard work
STLR
Posted 15 February 2010 4:37 pm
Hi Bombata - Try maximizing the viewport. It could be that the button is getting cut off? Let me know if that works or not. Win7 64bit should be fine as that is what I'm using as well.
xiaoyun34747
Posted 8 April 2010 7:41 pm
Thank you very much, it saves me a lot of time.
vfxforge
Posted 20 August 2010 7:09 am
I lol everytime I watch this video.
Steve - Helllooo!
me - Ohai!
STLR
Posted 20 August 2010 3:14 pm
vfxforge - lol? What... am I funny to you? Funny like a clown?
joie - I can do the worldspace scale thing on a per shell basis... but doing it on a per face basis for something like a road is a lot trickier. I've experimented with ways to do this but never really got it working quite right. I have another idea that I want to try out when I get a chance. I will definitely pose here if I do get that working.
vfxforge
Posted 24 March 2011 3:34 pm
Susan, im on 2011 win 7, the unwrap tool works fine for me. have you tried reinstalling bonustools? do you have any viewport filter plugins that may be interfering? does it happen in different scene?
STLR
Posted 24 March 2011 3:37 pm
SusanLL - Two things that come to mind...
1. make sure your viewport is maximized.
2. Make sure you don't have any other HUDs (HeadsUpDisplays) that are interfering with the UV tool UI.
SusanLL
Posted 24 March 2011 3:48 pm
Not sure who responded, but thanks.
Apparently side by side window does cause the other tool buttons not to display correctly.
On a side note though, ever since we installed this version I have had viewport issues. I can't change a shading material without crashing. I've logged itm but I was told it's a bug they are aware of.
Anyway, thaks again, I'll practice with this tool and see if it helps streamline time in mapping.
-SusanLL
SusanLL
Posted 24 March 2011 3:52 pm
PS.
Sorry about the typing errors. That's what happens when you work off a very old and small keyboard.
SusanLL
Posted 16 May 2011 1:26 pm
I did get this working correctly in the viewport thanks to Steve's responce. Now I've moved on to 2012 and awaiting the tools to be released ASAP.
On a side note, when I was experimenting with the tool I never really got it to work successfully, but figured just need more practice.
-Susan
goin
Posted 16 May 2011 1:44 pm
@Susan: the script should just work fine with 2012 already, even without the release of Bonus tools. I tried to script with my 2012 install here and it runs all fine
Ingo
SusanLL
Posted 16 May 2011 1:48 pm
Oh, yes, your right. Thanks.
-SusanLL
STLR
Posted 20 June 2011 5:53 pm
elumusic - Sorry for the late reply... that definitely doesn't sound right. Not sure what's going on. Send me a message with your email and I will gladly check out the file for you if you can zip it up and send it to me.
19 Comments
oglu
Posted 3 February 2010 7:16 pm
great work...
im looking forward to some maya news...!
im sure there is something on the horizon...
wesm
Posted 3 February 2010 8:09 pm
Braden99
Posted 4 February 2010 10:43 am
Hopefully soon, even just a teaser!
Naqoyqatsi
Posted 4 February 2010 5:19 pm
andrewhake
Posted 5 February 2010 7:02 am
himzzy_the3dpixels.com
Posted 5 February 2010 10:40 pm
johnjoe
Posted 7 February 2010 10:15 pm
STLR
Posted 15 February 2010 4:37 pm
xiaoyun34747
Posted 8 April 2010 7:41 pm
vfxforge
Posted 20 August 2010 7:09 am
Steve - Helllooo!
me - Ohai!
STLR
Posted 20 August 2010 3:14 pm
joie - I can do the worldspace scale thing on a per shell basis... but doing it on a per face basis for something like a road is a lot trickier. I've experimented with ways to do this but never really got it working quite right. I have another idea that I want to try out when I get a chance. I will definitely pose here if I do get that working.
vfxforge
Posted 24 March 2011 3:34 pm
STLR
Posted 24 March 2011 3:37 pm
1. make sure your viewport is maximized.
2. Make sure you don't have any other HUDs (HeadsUpDisplays) that are interfering with the UV tool UI.
SusanLL
Posted 24 March 2011 3:48 pm
Apparently side by side window does cause the other tool buttons not to display correctly.
On a side note though, ever since we installed this version I have had viewport issues. I can't change a shading material without crashing. I've logged itm but I was told it's a bug they are aware of.
Anyway, thaks again, I'll practice with this tool and see if it helps streamline time in mapping.
-SusanLL
SusanLL
Posted 24 March 2011 3:52 pm
Sorry about the typing errors. That's what happens when you work off a very old and small keyboard.
SusanLL
Posted 16 May 2011 1:26 pm
On a side note, when I was experimenting with the tool I never really got it to work successfully, but figured just need more practice.
-Susan
goin
Posted 16 May 2011 1:44 pm
Ingo
SusanLL
Posted 16 May 2011 1:48 pm
-SusanLL
STLR
Posted 20 June 2011 5:53 pm
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