Re: maya uv tool broken?
It would be nice if there would be ways to enforce symmetry. I can understand that an algorithm can´t catch all but symmetry along an axis or even a custom oriented, (picked?) plane or ultimatively automagic would be very desireable. I had a lot of grief with unfolding ammo boxes lately, where each panel would end up off and bent, some slightly, some warped, etc. That was not the best way to transfer fixed size decals in a reliable way to those meshes elements. Cheers, tim P.S: In terms of ignorance and bussiness, I happened to overhear a support request the other day, where a number of licenses needed care and the stupid reseller reacted bitchy because it was someone elses support contract. We talk 5 digit figures. That stupid reseller could also just have offered to take over the support management and cash in on follow up maintenance and subscription. We Zee Germans are sometimes pretty slow when it comes to realizing how business works... On 08.09.2014 23:59, Matt Lind wrote: ‘perfect’ mirrored symmetry? The problem we’ve experienced is one half will be slightly larger or ever so slightly skewed. To reproduce; Take a sphere, torus, or other polygon mesh primitive and cut it in half with your edge selections, then unfold. Take one half of the mesh’s UVs, then mirror/flip them to overlay the other half. Is it an **exact** match? Matt *From:*softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Raffaele Fragapane *Sent:* Monday, September 08, 2014 2:55 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: maya uv tool broken? It does symmetry within each shell AFAIK. On 9 Sep 2014 04:13, Matt Lind ml...@carbinestudios.com mailto:ml...@carbinestudios.com wrote: If Maya is using the same Unfold3D as Softimage, then artists will still need to go to another software for UV layout because Unfold3D lacks very basic functionality required for certain types of work. For example, unfolding a symmetrical object an having the resulting UVs laid out symmetrically to reflect the geometry's shape. Unfold3D is very poor with that. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Sent: Saturday, September 06, 2014 10:59 AM To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com Subject: Re: maya uv tool broken? Hello, Unfold3d is build directly in Maya 2015 and accessible directly from the UV Editor menu. Then, there is a Bonus Tools which is a mel script that takes you step-by-step into setting up things and then call unfold. That's not a new tool, but it's been updated to use the new Unfold3d. I figured that if you knew how to use Softimage's Unfold3D you may not need the Bonus Tools. It's worth checking out all the changes in UV Editor and unfolding in the two separate sections here: http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=New_in_Modeling The team has studied UVLayout; going to it shouldn't be necessary for anything. On Sat, Sep 6, 2014 at 11:48 AM, Manuel Huertas Marchena lito...@hotmail.com mailto:lito...@hotmail.com wrote: I don't know The bonus tool predates 2015 and the new workflows . what do you mean? sorry it might be obvious but usually I use uvlayout for this type of task, so I am trying to find the best way to approach uvs inside maya to rely less in uvlayout for simple geo. My approach in xsi was usually do all (simple geo) uvs in xsi and complex geo unwrap, uvs packing, uv islands ratio inside uvlayout. I am now replacing xsi for maya and will like to keep the same workflow. So if the uvtool is supposed to be the new way of unwrapping meshes in maya 2015, I was asking why is not included by default? but again being a bit new, I am surely missing something obvious :)
Re: maya uv tool broken?
The unwrap tool is actually in Maya 2015, the bonus tools just wrap together some comon tasks into less clicks. It's actually called unfold, and you can access it like any other subprojection from inside the UV editor and it will unwrap the currently active set of UVs based on cuts. And yes, stuff like poly split is still there, but being phased out of the marking menus as the MTK gets integrated and replaces various old bits. For all intents and purposes, if you come to Maya now (2015) you needn't concern yourself with that stuff at all. Ever. On Mon, Sep 8, 2014 at 6:08 PM, Mário Domingos mdomingos.p...@gmail.com wrote: Yep, I feel your pain guys! Its so frustrating. I belive that the Modeling Tool Kit is being slowly integrated thats why we still have the legacy tools in the way. The uv unwrap tool a lá Softimage is in the Bogus Tools but I find the one that comes with maya to be better. Not sure if thats what you guys were talking about. — Sent from Mailbox https://www.dropbox.com/mailbox On Sat, Sep 6, 2014 at 4:48 PM, Manuel Huertas Marchena lito...@hotmail.com wrote: I don't know The bonus tool predates 2015 and the new workflows . what do you mean? sorry it might be obvious but usually I use uvlayout for this type of task, so I am trying to find the best way to approach uvs inside maya to rely less in uvlayout for simple geo. My approach in xsi was usually do all (simple geo) uvs in xsi and complex geo unwrap, uvs packing, uv islands ratio inside uvlayout. I am now replacing xsi for maya and will like to keep the same workflow. So if the uvtool is supposed to be the new way of unwrapping meshes in maya 2015, I was asking why is not included by default? but again being a bit new, I am surely missing something obvious :) IMDB http://www.imdb.com/name/nm4755969/ | Portfolio http://envmanu.com http://envmanu.carbonmade.com/| Vimeo http://vimeo.com/manuelhuertasmarchena | Linkedin http://www.linkedin.com/in/manuelhuertas -- Date: Sat, 6 Sep 2014 10:44:28 -0400 Subject: RE: maya uv tool broken? From: luceri...@gmail.com To: softimage@listproc.autodesk.com On Sep 6, 2014 8:43 AM, Manuel Huertas Marchena lito...@hotmail.com wrote: Also about the uvtool why does this tool needs to be a downloadable bonus tool? why is not a default method? Does it? I don't know The bonus tool predates 2015 and the new workflows . -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
RE: maya uv tool broken?
If Maya is using the same Unfold3D as Softimage, then artists will still need to go to another software for UV layout because Unfold3D lacks very basic functionality required for certain types of work. For example, unfolding a symmetrical object an having the resulting UVs laid out symmetrically to reflect the geometry's shape. Unfold3D is very poor with that. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Sent: Saturday, September 06, 2014 10:59 AM To: softimage@listproc.autodesk.com Subject: Re: maya uv tool broken? Hello, Unfold3d is build directly in Maya 2015 and accessible directly from the UV Editor menu. Then, there is a Bonus Tools which is a mel script that takes you step-by-step into setting up things and then call unfold. That's not a new tool, but it's been updated to use the new Unfold3d. I figured that if you knew how to use Softimage's Unfold3D you may not need the Bonus Tools. It's worth checking out all the changes in UV Editor and unfolding in the two separate sections here: http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=New_in_Modeling The team has studied UVLayout; going to it shouldn't be necessary for anything. On Sat, Sep 6, 2014 at 11:48 AM, Manuel Huertas Marchena lito...@hotmail.com wrote: I don't know The bonus tool predates 2015 and the new workflows . what do you mean? sorry it might be obvious but usually I use uvlayout for this type of task, so I am trying to find the best way to approach uvs inside maya to rely less in uvlayout for simple geo. My approach in xsi was usually do all (simple geo) uvs in xsi and complex geo unwrap, uvs packing, uv islands ratio inside uvlayout. I am now replacing xsi for maya and will like to keep the same workflow. So if the uvtool is supposed to be the new way of unwrapping meshes in maya 2015, I was asking why is not included by default? but again being a bit new, I am surely missing something obvious :)
Re: maya uv tool broken?
If you haven't done it yet, you could forward this kind of request directly to the dev: supp...@unfold3d.com He's really friendly and has even been on this list for some times now. On 8 September 2014 15:13, Matt Lind ml...@carbinestudios.com wrote: If Maya is using the same Unfold3D as Softimage, then artists will still need to go to another software for UV layout because Unfold3D lacks very basic functionality required for certain types of work. For example, unfolding a symmetrical object an having the resulting UVs laid out symmetrically to reflect the geometry's shape. Unfold3D is very poor with that. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Sent: Saturday, September 06, 2014 10:59 AM To: softimage@listproc.autodesk.com Subject: Re: maya uv tool broken? Hello, Unfold3d is build directly in Maya 2015 and accessible directly from the UV Editor menu. Then, there is a Bonus Tools which is a mel script that takes you step-by-step into setting up things and then call unfold. That's not a new tool, but it's been updated to use the new Unfold3d. I figured that if you knew how to use Softimage's Unfold3D you may not need the Bonus Tools. It's worth checking out all the changes in UV Editor and unfolding in the two separate sections here: http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=New_in_Modeling The team has studied UVLayout; going to it shouldn't be necessary for anything. On Sat, Sep 6, 2014 at 11:48 AM, Manuel Huertas Marchena lito...@hotmail.com wrote: I don't know The bonus tool predates 2015 and the new workflows . what do you mean? sorry it might be obvious but usually I use uvlayout for this type of task, so I am trying to find the best way to approach uvs inside maya to rely less in uvlayout for simple geo. My approach in xsi was usually do all (simple geo) uvs in xsi and complex geo unwrap, uvs packing, uv islands ratio inside uvlayout. I am now replacing xsi for maya and will like to keep the same workflow. So if the uvtool is supposed to be the new way of unwrapping meshes in maya 2015, I was asking why is not included by default? but again being a bit new, I am surely missing something obvious :) -- Christopher Crouzet *http://christophercrouzet.com* http://christophercrouzet.com
RE: maya uv tool broken?
Something that basic should not require me contacting the dev. It should be a standard benchmark in testing the product for release as this feature is a staple in games production. If the devs are not checking this, then they clearly have not done their homework in understanding the problem(s) that need to be solved with such a tool. It’s kind of like designing and building a space shuttle that takes off, lands, maneuvers well in orbit, is serviceable, economical and meets all other bullet points on the spec sheet except account for the fact the astronauts need to be able to survive the flight. And yes, I’ve made the issues known along with many others, but if memory serves, somebody had the brilliant idea of deleting all those reports from the Softimage database. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher Crouzet Sent: Monday, September 08, 2014 11:21 AM To: Softimage Mailing List Subject: Re: maya uv tool broken? If you haven't done it yet, you could forward this kind of request directly to the dev: supp...@unfold3d.commailto:supp...@unfold3d.com He's really friendly and has even been on this list for some times now. On 8 September 2014 15:13, Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote: If Maya is using the same Unfold3D as Softimage, then artists will still need to go to another software for UV layout because Unfold3D lacks very basic functionality required for certain types of work. For example, unfolding a symmetrical object an having the resulting UVs laid out symmetrically to reflect the geometry's shape. Unfold3D is very poor with that. Matt -Original Message- From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Sent: Saturday, September 06, 2014 10:59 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: maya uv tool broken? Hello, Unfold3d is build directly in Maya 2015 and accessible directly from the UV Editor menu. Then, there is a Bonus Tools which is a mel script that takes you step-by-step into setting up things and then call unfold. That's not a new tool, but it's been updated to use the new Unfold3d. I figured that if you knew how to use Softimage's Unfold3D you may not need the Bonus Tools. It's worth checking out all the changes in UV Editor and unfolding in the two separate sections here: http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=New_in_Modeling The team has studied UVLayout; going to it shouldn't be necessary for anything. On Sat, Sep 6, 2014 at 11:48 AM, Manuel Huertas Marchena lito...@hotmail.commailto:lito...@hotmail.com wrote: I don't know The bonus tool predates 2015 and the new workflows . what do you mean? sorry it might be obvious but usually I use uvlayout for this type of task, so I am trying to find the best way to approach uvs inside maya to rely less in uvlayout for simple geo. My approach in xsi was usually do all (simple geo) uvs in xsi and complex geo unwrap, uvs packing, uv islands ratio inside uvlayout. I am now replacing xsi for maya and will like to keep the same workflow. So if the uvtool is supposed to be the new way of unwrapping meshes in maya 2015, I was asking why is not included by default? but again being a bit new, I am surely missing something obvious :) -- Christopher Crouzet http://christophercrouzet.com
Re: maya uv tool broken?
Look, I don't know shit in UV unfolding but I don't need to be an expert to see that being a bit more respectful towards the devs wouldn't hurt you. They might not be awesome everyday artists like you, they might not experience their tool in the same way than you do, and they're not perfect neither, but they've had the lucidity to implement a crazy complex algorithm to help out people like you to not spend days unfolding a single complex mesh and to save your ass from crazy deadlines. If such a “small” problem blinds you from seeing all the benefits that you're gaining from using that tool, then it's really a shame. The Softimage databse isn't the Unfold3D database, so just try contacting them directly to see how it goes. I'm sure that if you kindly explain them, they could help. On 8 September 2014 15:30, Matt Lind ml...@carbinestudios.com wrote: Something that basic should not require me contacting the dev. It should be a standard benchmark in testing the product for release as this feature is a staple in games production. If the devs are not checking this, then they clearly have not done their homework in understanding the problem(s) that need to be solved with such a tool. It’s kind of like designing and building a space shuttle that takes off, lands, maneuvers well in orbit, is serviceable, economical and meets all other bullet points on the spec sheet except account for the fact the astronauts need to be able to survive the flight. And yes, I’ve made the issues known along with many others, but if memory serves, somebody had the brilliant idea of deleting all those reports from the Softimage database. Matt *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Christopher Crouzet *Sent:* Monday, September 08, 2014 11:21 AM *To:* Softimage Mailing List *Subject:* Re: maya uv tool broken? If you haven't done it yet, you could forward this kind of request directly to the dev: supp...@unfold3d.com He's really friendly and has even been on this list for some times now. On 8 September 2014 15:13, Matt Lind ml...@carbinestudios.com wrote: If Maya is using the same Unfold3D as Softimage, then artists will still need to go to another software for UV layout because Unfold3D lacks very basic functionality required for certain types of work. For example, unfolding a symmetrical object an having the resulting UVs laid out symmetrically to reflect the geometry's shape. Unfold3D is very poor with that. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Sent: Saturday, September 06, 2014 10:59 AM To: softimage@listproc.autodesk.com Subject: Re: maya uv tool broken? Hello, Unfold3d is build directly in Maya 2015 and accessible directly from the UV Editor menu. Then, there is a Bonus Tools which is a mel script that takes you step-by-step into setting up things and then call unfold. That's not a new tool, but it's been updated to use the new Unfold3d. I figured that if you knew how to use Softimage's Unfold3D you may not need the Bonus Tools. It's worth checking out all the changes in UV Editor and unfolding in the two separate sections here: http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=New_in_Modeling The team has studied UVLayout; going to it shouldn't be necessary for anything. On Sat, Sep 6, 2014 at 11:48 AM, Manuel Huertas Marchena lito...@hotmail.com wrote: I don't know The bonus tool predates 2015 and the new workflows . what do you mean? sorry it might be obvious but usually I use uvlayout for this type of task, so I am trying to find the best way to approach uvs inside maya to rely less in uvlayout for simple geo. My approach in xsi was usually do all (simple geo) uvs in xsi and complex geo unwrap, uvs packing, uv islands ratio inside uvlayout. I am now replacing xsi for maya and will like to keep the same workflow. So if the uvtool is supposed to be the new way of unwrapping meshes in maya 2015, I was asking why is not included by default? but again being a bit new, I am surely missing something obvious :) -- Christopher Crouzet *http://christophercrouzet.com* http://christophercrouzet.com -- Christopher Crouzet *http://christophercrouzet.com* http://christophercrouzet.com
RE: maya uv tool broken?
@Raffaele Fragapane As for all those issues, can't say I've had them, and we've been working on multimillion LIDAR scans for weeks. Sounds like busted graphic drivers to be honest.yes I think it is also a drivers thing indeed...! @Martin Speaking about Maya weird bugs and possible drivers issues, is it normal that the split tool and interactive split tool sometimes just don't create some edges I'm drawing? I'm working with 2013 and while the old split tool is more reliable, even with its snap not snapping, it still buggy. I actually had a similar problem when using the new multi cut tool! To be honest the first day I was super happy knowing that I had found a tool that merge two functionalities, my surprise was when I added many loops on a highres asset and some of the edge loops it was putting onto were really off and sometimes in a diagonal fashion, very weird. Also sometimes It was simply not recognizing some edges thus not showing the loop, (although to be fait it worked most times, but I cannot afford that, it needs to work all times!!). I ended up going back to the old tool, I find it more reliable. I keep the multi cut tool to create edges. Also I find that the target weld tool is very poor compared wight the one in xsi. To be honest I dont even know how to put it, is just that in xsi you know tools work, not sometimes bug here and there...etc, they work and thats what I need. I hate to be switching tools legacy/new testing whats good or not in what situaton or not... will I be able to rely on. The only add-on I had on my xxi toolset for modeling was add thickness besides that everything came onboard. I had not have the time to test in depth the uvtool / uvunfold system in maya 2015, I am bit on a rush to do that unfortunately.Although doing some quick tests between xsi 2013 and maya 2015, I was getting faster and better results with xsi s unfold... the ones in maya ( at least for the archi/hard edge stuff Ive been doing at work) was giving me rounded uvs in some cases and then needed to optimize etc etc... did not felt intuitive. I ll hope to have the time to test stuff more in depth soon. the uv editor itself in maya 2015 is nice. @Matt , Something that basic should not require me contacting the dev. It should be a standard benchmark in testing the product for release as this feature is a staple in games production. If the devs are not checking this, then they clearly have not done their homework in understanding the problem(s) that need to be solved with such a tool. It’s kind of like designing and building a space shuttle that takes off, lands, maneuvers well in orbit, is serviceable, economical and meets all other bullet points on the spec sheet except account for the fact the astronauts need to be able to survive the flight. ..I agree with you man!! cheers -Manu IMDB | Portfolio | Vimeo | Linkedin From: ml...@carbinestudios.com To: softimage@listproc.autodesk.com Date: Mon, 8 Sep 2014 18:30:23 + Subject: RE: maya uv tool broken? Something that basic should not require me contacting the dev. It should be a standard benchmark in testing the product for release as this feature is a staple in games production. If the devs are not checking this, then they clearly have not done their homework in understanding the problem(s) that need to be solved with such a tool. It’s kind of like designing and building a space shuttle that takes off, lands, maneuvers well in orbit, is serviceable, economical and meets all other bullet points on the spec sheet except account for the fact the astronauts need to be able to survive the flight. And yes, I’ve made the issues known along with many others, but if memory serves, somebody had the brilliant idea of deleting all those reports from the Softimage database. MattFrom: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher Crouzet Sent: Monday, September 08, 2014 11:21 AM To: Softimage Mailing List Subject: Re: maya uv tool broken? If you haven't done it yet, you could forward this kind of request directly to the dev: support@unfold3d.comHe's really friendly and has even been on this list for some times now. On 8 September 2014 15:13, Matt Lind ml...@carbinestudios.com wrote:If Maya is using the same Unfold3D as Softimage, then artists will still need to go to another software for UV layout because Unfold3D lacks very basic functionality required for certain types of work. For example, unfolding a symmetrical object an having the resulting UVs laid out symmetrically to reflect the geometry's shape. Unfold3D is very poor with that. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Sent: Saturday, September 06, 2014 10:59 AM To: softimage@listproc.autodesk.com Subject: Re: maya uv tool broken?Hello
Re: maya uv tool broken?
You'll need to try the one in Maya before jumping to conclusion, because not only is the implementation in XSI years old, I think we kind of dropped the ball a bit on the workflow. Polygonal Design's tech was probably best experienced through their standalone app. On Mon, Sep 8, 2014 at 2:13 PM, Matt Lind ml...@carbinestudios.com wrote: If Maya is using the same Unfold3D as Softimage, then artists will still need to go to another software for UV layout because Unfold3D lacks very basic functionality required for certain types of work. For example, unfolding a symmetrical object an having the resulting UVs laid out symmetrically to reflect the geometry's shape. Unfold3D is very poor with that. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Hello, Unfold3d is build directly in Maya 2015 and accessible directly from the UV Editor menu.
Re: maya uv tool broken?
If Maya generally isn't (at all) the same as XSI (not that it should or was ever meant to be) I don't think it's something isolated to the UV editor. I personally find it astonishing to see how much how things start, defines the entirety the existence of what was started. The main differences between Maya and XSI have always essentially been the same since the beginning. Maya was more customizable (suitable for big shops with customization departments), and XSI just as 'powerful' but while also much more approachable, much more forgiving (generally just much less problems, especially so without one of these customization departments), and overall considerably *faster* (to get from point A to point B, because of tons of little things that was thought of since the start, not referring to raw interaction FPS, and .. especially so without one of these customization departments) And that essentially didn't (ever) change. Maya did improve on some usability fronts, and there is probably more to come. But would probably just mostly still always be Maya until it would be something else entirely. (reengineering, which it was decided to not go that route, and just build more over the same core.) So it's not that Maya is crap, it's very powerful and even ideal in many contexts, but I think the frustration mostly comes down to how XSI was also SO very much ideal in many (many!) other somewhat different contexts, being when and why Soft was chosen in the first place, and .. when considering how it's retirement was unwarranted (considering the preceding), especially noticable when being in the middle of these very contexts where XSI would be just much so more suitable/workable. (if it wasn't wrongfully retired, especially NOT for the reasons for it's retirement which makes everything somewhat harder to take) that while sort of being right there, but just deliberately kept from being available. Don't know about you, but never would I ever have wished Maya to be wiped off the face of the planet, let alone actually do it if it was in my power (even if more or less gradually), even if the positions were reversed. It would have been just wrong (as in -not right-) to do something like that. On 09/08/14 16:35, Luc-Eric Rousseau wrote: You'll need to try the one in Maya before jumping to conclusion, because not only is the implementation in XSI years old, I think we kind of dropped the ball a bit on the workflow. Polygonal Design's tech was probably best experienced through their standalone app. On Mon, Sep 8, 2014 at 2:13 PM, Matt Lind ml...@carbinestudios.com wrote: If Maya is using the same Unfold3D as Softimage, then artists will still need to go to another software for UV layout because Unfold3D lacks very basic functionality required for certain types of work. For example, unfolding a symmetrical object an having the resulting UVs laid out symmetrically to reflect the geometry's shape. Unfold3D is very poor with that. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Hello, Unfold3d is build directly in Maya 2015 and accessible directly from the UV Editor menu.
RE: maya uv tool broken?
It does symmetry within each shell AFAIK. On 9 Sep 2014 04:13, Matt Lind ml...@carbinestudios.com wrote: If Maya is using the same Unfold3D as Softimage, then artists will still need to go to another software for UV layout because Unfold3D lacks very basic functionality required for certain types of work. For example, unfolding a symmetrical object an having the resulting UVs laid out symmetrically to reflect the geometry's shape. Unfold3D is very poor with that. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Sent: Saturday, September 06, 2014 10:59 AM To: softimage@listproc.autodesk.com Subject: Re: maya uv tool broken? Hello, Unfold3d is build directly in Maya 2015 and accessible directly from the UV Editor menu. Then, there is a Bonus Tools which is a mel script that takes you step-by-step into setting up things and then call unfold. That's not a new tool, but it's been updated to use the new Unfold3d. I figured that if you knew how to use Softimage's Unfold3D you may not need the Bonus Tools. It's worth checking out all the changes in UV Editor and unfolding in the two separate sections here: http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=New_in_Modeling The team has studied UVLayout; going to it shouldn't be necessary for anything. On Sat, Sep 6, 2014 at 11:48 AM, Manuel Huertas Marchena lito...@hotmail.com wrote: I don't know The bonus tool predates 2015 and the new workflows . what do you mean? sorry it might be obvious but usually I use uvlayout for this type of task, so I am trying to find the best way to approach uvs inside maya to rely less in uvlayout for simple geo. My approach in xsi was usually do all (simple geo) uvs in xsi and complex geo unwrap, uvs packing, uv islands ratio inside uvlayout. I am now replacing xsi for maya and will like to keep the same workflow. So if the uvtool is supposed to be the new way of unwrapping meshes in maya 2015, I was asking why is not included by default? but again being a bit new, I am surely missing something obvious :)
RE: maya uv tool broken?
Cause n’ effect, Chris. First, we use Unfold within Softimage. The support structure is to contact Autodesk for the issues and they in turn relay the info to the Unfold developer, if necessary. That’s why we customers pay support dollars to Autodesk. It’s not the customer’s job to investigate and locate the indy developer who did all this work and nag him to fix it. I submitted a very long detailed list of improvements, suggestions, and bug reports over many releases much like I have done for the better part of the last 20+ years. I spent a great deal of time after hours of work, many times working past midnight, to go over the details with a fine toothed comb to cover all the bases providing examples, reproduction steps, and so on. In turn, all that work was tossed into the trash without 2nd thought with the message that all was irrelevant. Now tell me about respect. 2nd of all, I’m not a Maya user. I have used Maya in the past, I may be a Maya user in the future, but I am not one now. Therefore it’s not my responsibility to report these issues to Autodesk, especially since they’ve already been given the information. It’s their job to put things right and ensure really basic stuff like the aforementioned works out of the box before it gets into customer hands even in beta testing. That has nothing to do with being an artist. It has everything to do with good business practices of development and basic quality control. Both of which have been failures with regards to Unfold in softimage. So far the experience of trying to be a Maya user has been fruitless. I have contacted Autodesk more than once about their roadmap when it was advertised for such a preview months ago and I have received zero response. Now again, tell me about respect. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher Crouzet Sent: Monday, September 08, 2014 12:00 PM To: Softimage Mailing List Subject: Re: maya uv tool broken? Look, I don't know shit in UV unfolding but I don't need to be an expert to see that being a bit more respectful towards the devs wouldn't hurt you. They might not be awesome everyday artists like you, they might not experience their tool in the same way than you do, and they're not perfect neither, but they've had the lucidity to implement a crazy complex algorithm to help out people like you to not spend days unfolding a single complex mesh and to save your ass from crazy deadlines. If such a “small” problem blinds you from seeing all the benefits that you're gaining from using that tool, then it's really a shame. The Softimage databse isn't the Unfold3D database, so just try contacting them directly to see how it goes. I'm sure that if you kindly explain them, they could help. On 8 September 2014 15:30, Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote: Something that basic should not require me contacting the dev. It should be a standard benchmark in testing the product for release as this feature is a staple in games production. If the devs are not checking this, then they clearly have not done their homework in understanding the problem(s) that need to be solved with such a tool. It’s kind of like designing and building a space shuttle that takes off, lands, maneuvers well in orbit, is serviceable, economical and meets all other bullet points on the spec sheet except account for the fact the astronauts need to be able to survive the flight. And yes, I’ve made the issues known along with many others, but if memory serves, somebody had the brilliant idea of deleting all those reports from the Softimage database. Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher Crouzet Sent: Monday, September 08, 2014 11:21 AM To: Softimage Mailing List Subject: Re: maya uv tool broken? If you haven't done it yet, you could forward this kind of request directly to the dev: supp...@unfold3d.commailto:supp...@unfold3d.com He's really friendly and has even been on this list for some times now. On 8 September 2014 15:13, Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote: If Maya is using the same Unfold3D as Softimage, then artists will still need to go to another software for UV layout because Unfold3D lacks very basic functionality required for certain types of work. For example, unfolding a symmetrical object an having the resulting UVs laid out symmetrically to reflect the geometry's shape. Unfold3D is very poor with that. Matt -Original Message- From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
RE: maya uv tool broken?
‘perfect’ mirrored symmetry? The problem we’ve experienced is one half will be slightly larger or ever so slightly skewed. To reproduce; Take a sphere, torus, or other polygon mesh primitive and cut it in half with your edge selections, then unfold. Take one half of the mesh’s UVs, then mirror/flip them to overlay the other half. Is it an *exact* match? Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane Sent: Monday, September 08, 2014 2:55 PM To: softimage@listproc.autodesk.com Subject: RE: maya uv tool broken? It does symmetry within each shell AFAIK. On 9 Sep 2014 04:13, Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote: If Maya is using the same Unfold3D as Softimage, then artists will still need to go to another software for UV layout because Unfold3D lacks very basic functionality required for certain types of work. For example, unfolding a symmetrical object an having the resulting UVs laid out symmetrically to reflect the geometry's shape. Unfold3D is very poor with that. Matt -Original Message- From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Sent: Saturday, September 06, 2014 10:59 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: maya uv tool broken? Hello, Unfold3d is build directly in Maya 2015 and accessible directly from the UV Editor menu. Then, there is a Bonus Tools which is a mel script that takes you step-by-step into setting up things and then call unfold. That's not a new tool, but it's been updated to use the new Unfold3d. I figured that if you knew how to use Softimage's Unfold3D you may not need the Bonus Tools. It's worth checking out all the changes in UV Editor and unfolding in the two separate sections here: http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=New_in_Modeling The team has studied UVLayout; going to it shouldn't be necessary for anything. On Sat, Sep 6, 2014 at 11:48 AM, Manuel Huertas Marchena lito...@hotmail.commailto:lito...@hotmail.com wrote: I don't know The bonus tool predates 2015 and the new workflows . what do you mean? sorry it might be obvious but usually I use uvlayout for this type of task, so I am trying to find the best way to approach uvs inside maya to rely less in uvlayout for simple geo. My approach in xsi was usually do all (simple geo) uvs in xsi and complex geo unwrap, uvs packing, uv islands ratio inside uvlayout. I am now replacing xsi for maya and will like to keep the same workflow. So if the uvtool is supposed to be the new way of unwrapping meshes in maya 2015, I was asking why is not included by default? but again being a bit new, I am surely missing something obvious :)
RE: maya uv tool broken?
I should add, the problem is more prominent when the mesh is unfolded in a butterfly pattern as opposed to 2 disconnected halves. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Monday, September 08, 2014 3:00 PM To: softimage@listproc.autodesk.com Subject: RE: maya uv tool broken? ‘perfect’ mirrored symmetry? The problem we’ve experienced is one half will be slightly larger or ever so slightly skewed. To reproduce; Take a sphere, torus, or other polygon mesh primitive and cut it in half with your edge selections, then unfold. Take one half of the mesh’s UVs, then mirror/flip them to overlay the other half. Is it an *exact* match? Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane Sent: Monday, September 08, 2014 2:55 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: maya uv tool broken? It does symmetry within each shell AFAIK. On 9 Sep 2014 04:13, Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote: If Maya is using the same Unfold3D as Softimage, then artists will still need to go to another software for UV layout because Unfold3D lacks very basic functionality required for certain types of work. For example, unfolding a symmetrical object an having the resulting UVs laid out symmetrically to reflect the geometry's shape. Unfold3D is very poor with that. Matt -Original Message- From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Sent: Saturday, September 06, 2014 10:59 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: maya uv tool broken? Hello, Unfold3d is build directly in Maya 2015 and accessible directly from the UV Editor menu. Then, there is a Bonus Tools which is a mel script that takes you step-by-step into setting up things and then call unfold. That's not a new tool, but it's been updated to use the new Unfold3d. I figured that if you knew how to use Softimage's Unfold3D you may not need the Bonus Tools. It's worth checking out all the changes in UV Editor and unfolding in the two separate sections here: http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=New_in_Modeling The team has studied UVLayout; going to it shouldn't be necessary for anything. On Sat, Sep 6, 2014 at 11:48 AM, Manuel Huertas Marchena lito...@hotmail.commailto:lito...@hotmail.com wrote: I don't know The bonus tool predates 2015 and the new workflows . what do you mean? sorry it might be obvious but usually I use uvlayout for this type of task, so I am trying to find the best way to approach uvs inside maya to rely less in uvlayout for simple geo. My approach in xsi was usually do all (simple geo) uvs in xsi and complex geo unwrap, uvs packing, uv islands ratio inside uvlayout. I am now replacing xsi for maya and will like to keep the same workflow. So if the uvtool is supposed to be the new way of unwrapping meshes in maya 2015, I was asking why is not included by default? but again being a bit new, I am surely missing something obvious :)
Re: maya uv tool broken?
Speaking about Maya weird bugs and possible drivers issues, is it normal that the split tool and interactive split tool sometimes just don't create some edges I'm drawing? I'm working with 2013 and while the old split tool is more reliable, even with its snap not snapping, it still buggy. Martin Sent from my iPhone On 2014/09/07, at 11:21, Raffaele Fragapane raffsxsil...@googlemail.com wrote: As for all those issues, can't say I've had them, and we've been working on multimillion LIDAR scans for weeks. Sounds like busted graphic drivers to be honest. Selection is wonky, has always been compared to xsi's excellent and streamlined model, but it's not random or unpredictable, just laborious. On 6 Sep 2014 22:43, Manuel Huertas Marchena lito...@hotmail.com wrote: @Raffaele, I never assume anything is crap just by default. That being said I ve been experiencing tons of small anoying bugs this last week using maya (besides the uvtool) while doing modeling on a very highres asset. (ex: viewport goes suddenly completely black.. then comes back after a while and keeps doing it repeatedly, All of the wires in my objects suddenly change color when going in/out isolate mode, maya constantly crashes combining meshes, edge selection issues (maya was keeping some edges selected although I deselect them and changed component mode, also It was not selecting some edges although having click onto (this happened rarely but still!) and some other stuff like that (btw, I tried a similar mesh in xsi without any of these issues). That without mentioning workflow compared with xsi... but well that I understand is personal preference. So yes, I was not in the best mood, when I tried the uvtool yesterday. And it was good to know that at least it was not working correctly because of the service pack not being installed yet. So far I can say that my modeling workflow is 90% similar to xsi ( I have almost everything mapped to hotkeys and tend to rarely use the shelf buttons/hotbox at least for modeling, hotkeys do similar operations in both maya and xsi in my setup) but I have the impression that the tools are not well implemented, example the modeling toolkit. Why does maya need two modeling workflows? ex: you have the regular extrude and also the modeling toolkit extrude tool...! (I mostly use the mod kit tool tools) so yes tools are there, but I feel it is a bit convoluted the way they are implemented. ex: some colleagues were not aware of the modeling kit tool operations and used legacy ones, although there are tons of good stuff in the modeling toolkit (dR_...), but because its a bit under the hood it might not be obvious. Also about the uvtool why does this tool needs to be a downloadable bonus tool? why is not a default method? In any case, I look forward to improve my experience with maya. I am not a software fanboy at all and understand this are just tools in the end. But surely its a bit hard to hold back on comparing having used xsi previously :) btw, yeah is good to know about the tension display and shell management, I ll definitely will take a look on that, thanks! cheers -Manuel IMDB | Portfolio | Vimeo | Linkedin Date: Sat, 6 Sep 2014 12:57:37 +1000 Subject: Re: maya uv tool broken? From: raffsxsil...@googlemail.com To: softimage@listproc.autodesk.com Unwrapping UVs in Maya 2015 is one of the very rare things where I find Maya to actually be better than most stuff out there that isn't strictly UV centric (and the UI isn't a throwback to the early 90s SGI like UVL's). Unfolding works as well as it did in Soft, like Luke said, but on top you have tension display and better shell management. Worth a shot instead of resisting it and assuming it's crap by default. On Sat, Sep 6, 2014 at 7:50 AM, Manuel Huertas Marchena lito...@hotmail.com wrote: sp1 was not installed yet indeed!! thanks for the help From: cgc...@gmail.com Date: Fri, 5 Sep 2014 22:37:49 +0100 Subject: Re: maya uv tool broken? To: softimage@listproc.autodesk.com Thanks I will look into it, it seems to be a new feature: http://knowledge.autodesk.com/support/maya/getting-started/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/GUID-9369F620-55E2-4FF8-906F-88606633B670-htm.html On 5 September 2014 21:47, Luc-Eric Rousseau luceri...@gmail.com wrote: On Fri, Sep 5, 2014 at 4:26 PM, Cristobal Infante cgc...@gmail.com wrote: Hi Luc-Eric, Was having a goodl ook at the Maya UV editor today and it seems pretty good. The only thing I didn't manage to do was to tear off polygons.. Is this possible? I do this all the time in Soft! Hello, I'm not a UV editor user in either apps, but if you mean the tearing mode toggle in Softimage, there isn't a mode in Maya for that. You would select polygon and then Create UV Shell. It also sets the selection mode to Shell, so you can move it immediately
Re: maya uv tool broken?
Honestly, I'd have to see it to figure it out. I have had general wonkyness here and there, the uncomfortable click and key combinations and stuff it uses can make for some odd interaction in my experience, but usually it's just that uncomfortable, not random. A couple colleagues around me, who've never used anything other than Maya, had more or less the same experience, but tended to attribute it to randomness, until I took them over what the behaviour actually is in what conditions, and they eventually got over it and got used to the MTK in 2014/15 (some changes between the two). Pre-2014 though I can't help you, I'd rather chew on broken glass and infected syringes than model something in Maya 2013 or prior. On Sun, Sep 7, 2014 at 4:05 PM, Martin furik...@gmail.com wrote: Speaking about Maya weird bugs and possible drivers issues, is it normal that the split tool and interactive split tool sometimes just don't create some edges I'm drawing? I'm working with 2013 and while the old split tool is more reliable, even with its snap not snapping, it still buggy. Martin Sent from my iPhone
Re: maya uv tool broken?
Personally I never really got on with the interactive split tool when it was added, and would always revert back to the original Split Poly. I’m really liking the updated Multi-Cit tool in 2015 though, which combines a few features, including those two. G From: raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Sunday, 7 September 2014 07:26 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: maya uv tool broken? Honestly, I'd have to see it to figure it out. I have had general wonkyness here and there, the uncomfortable click and key combinations and stuff it uses can make for some odd interaction in my experience, but usually it's just that uncomfortable, not random. A couple colleagues around me, who've never used anything other than Maya, had more or less the same experience, but tended to attribute it to randomness, until I took them over what the behaviour actually is in what conditions, and they eventually got over it and got used to the MTK in 2014/15 (some changes between the two). Pre-2014 though I can't help you, I'd rather chew on broken glass and infected syringes than model something in Maya 2013 or prior. On Sun, Sep 7, 2014 at 4:05 PM, Martin furik...@gmail.commailto:furik...@gmail.com wrote: Speaking about Maya weird bugs and possible drivers issues, is it normal that the split tool and interactive split tool sometimes just don't create some edges I'm drawing? I'm working with 2013 and while the old split tool is more reliable, even with its snap not snapping, it still buggy. Martin Sent from my iPhone attachment: winmail.dat
Re: maya uv tool broken?
The only thing I like about the interactive tool is it's snapping working correctly, but it's main feature, drawing edges, doesn't do it well. It happens specially when I'm drawing lots of edges before right clicking. And drawing edges on polygons (not over edges) works 1 of 10. 9 times it does something totally unpredictable. The old split one is a little more reliable. What we though was a basic tool in XSI, was actually an awesomely good tool that Maya couldn't match until the mtk versions. Sadly, for us, Maya 2013 is still very used here. I've always modeled in Softimage before sending it to Maya but lately I'm trying to do it all in Maya. I wish Autodesk had killed Softimage when 2014 was the minimum standard version. Martin Sent from my iPhone On 2014/09/07, at 20:55, Graham Bell graham.b...@autodesk.com wrote: Personally I never really got on with the interactive split tool when it was added, and would always revert back to the original Split Poly. I’m really liking the updated Multi-Cit tool in 2015 though, which combines a few features, including those two. G From: raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Sunday, 7 September 2014 07:26 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: maya uv tool broken? Honestly, I'd have to see it to figure it out. I have had general wonkyness here and there, the uncomfortable click and key combinations and stuff it uses can make for some odd interaction in my experience, but usually it's just that uncomfortable, not random. A couple colleagues around me, who've never used anything other than Maya, had more or less the same experience, but tended to attribute it to randomness, until I took them over what the behaviour actually is in what conditions, and they eventually got over it and got used to the MTK in 2014/15 (some changes between the two). Pre-2014 though I can't help you, I'd rather chew on broken glass and infected syringes than model something in Maya 2013 or prior. On Sun, Sep 7, 2014 at 4:05 PM, Martin furik...@gmail.commailto:furik...@gmail.com wrote: Speaking about Maya weird bugs and possible drivers issues, is it normal that the split tool and interactive split tool sometimes just don't create some edges I'm drawing? I'm working with 2013 and while the old split tool is more reliable, even with its snap not snapping, it still buggy. Martin Sent from my iPhone winmail.dat
RE: maya uv tool broken?
@Raffaele, I never assume anything is crap just by default. That being said I ve been experiencing tons of small anoying bugs this last week using maya (besides the uvtool) while doing modeling on a very highres asset. (ex: viewport goes suddenly completely black.. then comes back after a while and keeps doing it repeatedly, All of the wires in my objects suddenly change color when going in/out isolate mode, maya constantly crashes combining meshes, edge selection issues (maya was keeping some edges selected although I deselect them and changed component mode, also It was not selecting some edges although having click onto (this happened rarely but still!) and some other stuff like that (btw, I tried a similar mesh in xsi without any of these issues). That without mentioning workflow compared with xsi... but well that I understand is personal preference. So yes, I was not in the best mood, when I tried the uvtool yesterday. And it was good to know that at least it was not working correctly because of the service pack not being installed yet. So far I can say that my modeling workflow is 90% similar to xsi ( I have almost everything mapped to hotkeys and tend to rarely use the shelf buttons/hotbox at least for modeling, hotkeys do similar operations in both maya and xsi in my setup) but I have the impression that the tools are not well implemented, example the modeling toolkit. Why does maya need two modeling workflows? ex: you have the regular extrude and also the modeling toolkit extrude tool...! (I mostly use the mod kit tool tools) so yes tools are there, but I feel it is a bit convoluted the way they are implemented. ex: some colleagues were not aware of the modeling kit tool operations and used legacy ones, although there are tons of good stuff in the modeling toolkit (dR_...), but because its a bit under the hood it might not be obvious. Also about the uvtool why does this tool needs to be a downloadable bonus tool? why is not a default method? In any case, I look forward to improve my experience with maya. I am not a software fanboy at all and understand this are just tools in the end. But surely its a bit hard to hold back on comparing having used xsi previously :) btw, yeah is good to know about the tension display and shell management, I ll definitely will take a look on that, thanks! cheers -Manuel IMDB | Portfolio | Vimeo | Linkedin Date: Sat, 6 Sep 2014 12:57:37 +1000 Subject: Re: maya uv tool broken? From: raffsxsil...@googlemail.com To: softimage@listproc.autodesk.com Unwrapping UVs in Maya 2015 is one of the very rare things where I find Maya to actually be better than most stuff out there that isn't strictly UV centric (and the UI isn't a throwback to the early 90s SGI like UVL's). Unfolding works as well as it did in Soft, like Luke said, but on top you have tension display and better shell management. Worth a shot instead of resisting it and assuming it's crap by default. On Sat, Sep 6, 2014 at 7:50 AM, Manuel Huertas Marchena lito...@hotmail.com wrote: sp1 was not installed yet indeed!! thanks for the help From: cgc...@gmail.com Date: Fri, 5 Sep 2014 22:37:49 +0100 Subject: Re: maya uv tool broken? To: softimage@listproc.autodesk.com Thanks I will look into it, it seems to be a new feature: http://knowledge.autodesk.com/support/maya/getting-started/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/GUID-9369F620-55E2-4FF8-906F-88606633B670-htm.html On 5 September 2014 21:47, Luc-Eric Rousseau luceri...@gmail.com wrote: On Fri, Sep 5, 2014 at 4:26 PM, Cristobal Infante cgc...@gmail.com wrote: Hi Luc-Eric, Was having a goodl ook at the Maya UV editor today and it seems pretty good. The only thing I didn't manage to do was to tear off polygons.. Is this possible? I do this all the time in Soft! Hello, I'm not a UV editor user in either apps, but if you mean the tearing mode toggle in Softimage, there isn't a mode in Maya for that. You would select polygon and then Create UV Shell. It also sets the selection mode to Shell, so you can move it immediately. If you mean something else, I can ask a colleague. -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Re: maya uv tool broken?
There was one nightmarish bug with joints i came across in 2012, when rotating a characters limb, the gizmo would would not respond, there would be a short pause, then all of a sudden the joint would snap to that position, and if you ctrl-Zed the joint would treat this new position as it's default pose. this happened with annoying frequency, sometimes even when rotating something like a primitive sphere. On 6 September 2014 13:42, Manuel Huertas Marchena lito...@hotmail.com wrote: @Raffaele, I never assume anything is crap just by default. That being said I ve been experiencing tons of small anoying bugs this last week using maya (besides the uvtool) while doing modeling on a very highres asset. (ex: viewport goes suddenly completely black.. then comes back after a while and keeps doing it repeatedly, All of the wires in my objects suddenly change color when going in/out isolate mode, maya constantly crashes combining meshes, edge selection issues (maya was keeping some edges selected although I deselect them and changed component mode, also It was not selecting some edges although having click onto (this happened rarely but still!) and some other stuff like that (btw, I tried a similar mesh in xsi without any of these issues). That without mentioning workflow compared with xsi... but well that I understand is personal preference. So yes, I was not in the best mood, when I tried the uvtool yesterday. And it was good to know that at least it was not working correctly because of the service pack not being installed yet. So far I can say that my modeling workflow is 90% similar to xsi ( I have almost everything mapped to hotkeys and tend to rarely use the shelf buttons/hotbox at least for modeling, hotkeys do similar operations in both maya and xsi in my setup) but I have the impression that the tools are not well implemented, example the modeling toolkit. Why does maya need two modeling workflows? ex: you have the regular extrude and also the modeling toolkit extrude tool...! (I mostly use the mod kit tool tools) so yes tools are there, but I feel it is a bit convoluted the way they are implemented. ex: some colleagues were not aware of the modeling kit tool operations and used legacy ones, although there are tons of good stuff in the modeling toolkit (dR_...), but because its a bit under the hood it might not be obvious. Also about the uvtool why does this tool needs to be a downloadable bonus tool? why is not a default method? In any case, I look forward to improve my experience with maya. I am not a software fanboy at all and understand this are just tools in the end. But surely its a bit hard to hold back on comparing having used xsi previously :) btw, yeah is good to know about the tension display and shell management, I ll definitely will take a look on that, thanks! cheers -Manuel IMDB http://www.imdb.com/name/nm4755969/ | Portfolio http://envmanu.com http://envmanu.carbonmade.com/| Vimeo http://vimeo.com/manuelhuertasmarchena | Linkedin http://www.linkedin.com/in/manuelhuertas -- Date: Sat, 6 Sep 2014 12:57:37 +1000 Subject: Re: maya uv tool broken? From: raffsxsil...@googlemail.com To: softimage@listproc.autodesk.com Unwrapping UVs in Maya 2015 is one of the very rare things where I find Maya to actually be better than most stuff out there that isn't strictly UV centric (and the UI isn't a throwback to the early 90s SGI like UVL's). Unfolding works as well as it did in Soft, like Luke said, but on top you have tension display and better shell management. Worth a shot instead of resisting it and assuming it's crap by default. On Sat, Sep 6, 2014 at 7:50 AM, Manuel Huertas Marchena lito...@hotmail.com wrote: sp1 was not installed yet indeed!! thanks for the help -- From: cgc...@gmail.com Date: Fri, 5 Sep 2014 22:37:49 +0100 Subject: Re: maya uv tool broken? To: softimage@listproc.autodesk.com Thanks I will look into it, it seems to be a new feature: http://knowledge.autodesk.com/support/maya/getting-started/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/GUID-9369F620-55E2-4FF8-906F-88606633B670-htm.html On 5 September 2014 21:47, Luc-Eric Rousseau luceri...@gmail.com wrote: On Fri, Sep 5, 2014 at 4:26 PM, Cristobal Infante cgc...@gmail.com wrote: Hi Luc-Eric, Was having a goodl ook at the Maya UV editor today and it seems pretty good. The only thing I didn't manage to do was to tear off polygons.. Is this possible? I do this all the time in Soft! Hello, I'm not a UV editor user in either apps, but if you mean the tearing mode toggle in Softimage, there isn't a mode in Maya for that. You would select polygon and then Create UV Shell. It also sets the selection mode to Shell, so you can move it immediately. If you mean something else, I can ask a colleague. -- Our users will know fear and cower before our software
RE: maya uv tool broken?
On Sep 6, 2014 8:43 AM, Manuel Huertas Marchena lito...@hotmail.com wrote: Also about the uvtool why does this tool needs to be a downloadable bonus tool? why is not a default method? Does it? I don't know The bonus tool predates 2015 and the new workflows .
RE: maya uv tool broken?
I don't know The bonus tool predates 2015 and the new workflows . what do you mean? sorry it might be obvious but usually I use uvlayout for this type of task, so I am trying to find the best way to approach uvs inside maya to rely less in uvlayout for simple geo. My approach in xsi was usually do all (simple geo) uvs in xsi and complex geo unwrap, uvs packing, uv islands ratio inside uvlayout. I am now replacing xsi for maya and will like to keep the same workflow. So if the uvtool is supposed to be the new way of unwrapping meshes in maya 2015, I was asking why is not included by default? but again being a bit new, I am surely missing something obvious :) IMDB | Portfolio | Vimeo | Linkedin Date: Sat, 6 Sep 2014 10:44:28 -0400 Subject: RE: maya uv tool broken? From: luceri...@gmail.com To: softimage@listproc.autodesk.com On Sep 6, 2014 8:43 AM, Manuel Huertas Marchena lito...@hotmail.com wrote: Also about the uvtool why does this tool needs to be a downloadable bonus tool? why is not a default method? Does it? I don't know The bonus tool predates 2015 and the new workflows .
Re: maya uv tool broken?
Hello, Unfold3d is build directly in Maya 2015 and accessible directly from the UV Editor menu. Then, there is a Bonus Tools which is a mel script that takes you step-by-step into setting up things and then call unfold. That's not a new tool, but it's been updated to use the new Unfold3d. I figured that if you knew how to use Softimage's Unfold3D you may not need the Bonus Tools. It's worth checking out all the changes in UV Editor and unfolding in the two separate sections here: http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=New_in_Modeling The team has studied UVLayout; going to it shouldn't be necessary for anything. On Sat, Sep 6, 2014 at 11:48 AM, Manuel Huertas Marchena lito...@hotmail.com wrote: I don't know The bonus tool predates 2015 and the new workflows . what do you mean? sorry it might be obvious but usually I use uvlayout for this type of task, so I am trying to find the best way to approach uvs inside maya to rely less in uvlayout for simple geo. My approach in xsi was usually do all (simple geo) uvs in xsi and complex geo unwrap, uvs packing, uv islands ratio inside uvlayout. I am now replacing xsi for maya and will like to keep the same workflow. So if the uvtool is supposed to be the new way of unwrapping meshes in maya 2015, I was asking why is not included by default? but again being a bit new, I am surely missing something obvious :)
RE: maya uv tool broken?
Yes I am very familiar with uvlayout of course! I was just a bit confused with the bonus tools for 2015, though it was a new addition, when it is the contrary. I see well now, I ll take a look at the link! thanks for taking the time explaining :) Date: Sat, 6 Sep 2014 13:59:05 -0400 Subject: Re: maya uv tool broken? From: luceri...@gmail.com To: softimage@listproc.autodesk.com Hello, Unfold3d is build directly in Maya 2015 and accessible directly from the UV Editor menu. Then, there is a Bonus Tools which is a mel script that takes you step-by-step into setting up things and then call unfold. That's not a new tool, but it's been updated to use the new Unfold3d. I figured that if you knew how to use Softimage's Unfold3D you may not need the Bonus Tools. It's worth checking out all the changes in UV Editor and unfolding in the two separate sections here: http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=New_in_Modeling The team has studied UVLayout; going to it shouldn't be necessary for anything. On Sat, Sep 6, 2014 at 11:48 AM, Manuel Huertas Marchena lito...@hotmail.com wrote: I don't know The bonus tool predates 2015 and the new workflows . what do you mean? sorry it might be obvious but usually I use uvlayout for this type of task, so I am trying to find the best way to approach uvs inside maya to rely less in uvlayout for simple geo. My approach in xsi was usually do all (simple geo) uvs in xsi and complex geo unwrap, uvs packing, uv islands ratio inside uvlayout. I am now replacing xsi for maya and will like to keep the same workflow. So if the uvtool is supposed to be the new way of unwrapping meshes in maya 2015, I was asking why is not included by default? but again being a bit new, I am surely missing something obvious :)
RE: maya uv tool broken?
Look up the unfold ad video on YouTube, there's a step by step of what is what. The bonus tool itself basically spares you from creating a host projection and saves you one in cutting the seams. Personally I don't bother with it, it only saves you a couple minutes on any given model with multiple sets. On 7 Sep 2014 04:23, Manuel Huertas Marchena lito...@hotmail.com wrote: Yes I am very familiar with uvlayout of course! I was just a bit confused with the bonus tools for 2015, though it was a new addition, when it is the contrary. I see well now, I ll take a look at the link! thanks for taking the time explaining :) Date: Sat, 6 Sep 2014 13:59:05 -0400 Subject: Re: maya uv tool broken? From: luceri...@gmail.com To: softimage@listproc.autodesk.com Hello, Unfold3d is build directly in Maya 2015 and accessible directly from the UV Editor menu. Then, there is a Bonus Tools which is a mel script that takes you step-by-step into setting up things and then call unfold. That's not a new tool, but it's been updated to use the new Unfold3d. I figured that if you knew how to use Softimage's Unfold3D you may not need the Bonus Tools. It's worth checking out all the changes in UV Editor and unfolding in the two separate sections here: http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=New_in_Modeling The team has studied UVLayout; going to it shouldn't be necessary for anything. On Sat, Sep 6, 2014 at 11:48 AM, Manuel Huertas Marchena lito...@hotmail.com wrote: I don't know The bonus tool predates 2015 and the new workflows . what do you mean? sorry it might be obvious but usually I use uvlayout for this type of task, so I am trying to find the best way to approach uvs inside maya to rely less in uvlayout for simple geo. My approach in xsi was usually do all (simple geo) uvs in xsi and complex geo unwrap, uvs packing, uv islands ratio inside uvlayout. I am now replacing xsi for maya and will like to keep the same workflow. So if the uvtool is supposed to be the new way of unwrapping meshes in maya 2015, I was asking why is not included by default? but again being a bit new, I am surely missing something obvious :)
RE: maya uv tool broken?
As for all those issues, can't say I've had them, and we've been working on multimillion LIDAR scans for weeks. Sounds like busted graphic drivers to be honest. Selection is wonky, has always been compared to xsi's excellent and streamlined model, but it's not random or unpredictable, just laborious. On 6 Sep 2014 22:43, Manuel Huertas Marchena lito...@hotmail.com wrote: @Raffaele, I never assume anything is crap just by default. That being said I ve been experiencing tons of small anoying bugs this last week using maya (besides the uvtool) while doing modeling on a very highres asset. (ex: viewport goes suddenly completely black.. then comes back after a while and keeps doing it repeatedly, All of the wires in my objects suddenly change color when going in/out isolate mode, maya constantly crashes combining meshes, edge selection issues (maya was keeping some edges selected although I deselect them and changed component mode, also It was not selecting some edges although having click onto (this happened rarely but still!) and some other stuff like that (btw, I tried a similar mesh in xsi without any of these issues). That without mentioning workflow compared with xsi... but well that I understand is personal preference. So yes, I was not in the best mood, when I tried the uvtool yesterday. And it was good to know that at least it was not working correctly because of the service pack not being installed yet. So far I can say that my modeling workflow is 90% similar to xsi ( I have almost everything mapped to hotkeys and tend to rarely use the shelf buttons/hotbox at least for modeling, hotkeys do similar operations in both maya and xsi in my setup) but I have the impression that the tools are not well implemented, example the modeling toolkit. Why does maya need two modeling workflows? ex: you have the regular extrude and also the modeling toolkit extrude tool...! (I mostly use the mod kit tool tools) so yes tools are there, but I feel it is a bit convoluted the way they are implemented. ex: some colleagues were not aware of the modeling kit tool operations and used legacy ones, although there are tons of good stuff in the modeling toolkit (dR_...), but because its a bit under the hood it might not be obvious. Also about the uvtool why does this tool needs to be a downloadable bonus tool? why is not a default method? In any case, I look forward to improve my experience with maya. I am not a software fanboy at all and understand this are just tools in the end. But surely its a bit hard to hold back on comparing having used xsi previously :) btw, yeah is good to know about the tension display and shell management, I ll definitely will take a look on that, thanks! cheers -Manuel IMDB http://www.imdb.com/name/nm4755969/ | Portfolio http://envmanu.com http://envmanu.carbonmade.com/| Vimeo http://vimeo.com/manuelhuertasmarchena | Linkedin http://www.linkedin.com/in/manuelhuertas -- Date: Sat, 6 Sep 2014 12:57:37 +1000 Subject: Re: maya uv tool broken? From: raffsxsil...@googlemail.com To: softimage@listproc.autodesk.com Unwrapping UVs in Maya 2015 is one of the very rare things where I find Maya to actually be better than most stuff out there that isn't strictly UV centric (and the UI isn't a throwback to the early 90s SGI like UVL's). Unfolding works as well as it did in Soft, like Luke said, but on top you have tension display and better shell management. Worth a shot instead of resisting it and assuming it's crap by default. On Sat, Sep 6, 2014 at 7:50 AM, Manuel Huertas Marchena lito...@hotmail.com wrote: sp1 was not installed yet indeed!! thanks for the help -- From: cgc...@gmail.com Date: Fri, 5 Sep 2014 22:37:49 +0100 Subject: Re: maya uv tool broken? To: softimage@listproc.autodesk.com Thanks I will look into it, it seems to be a new feature: http://knowledge.autodesk.com/support/maya/getting-started/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/GUID-9369F620-55E2-4FF8-906F-88606633B670-htm.html On 5 September 2014 21:47, Luc-Eric Rousseau luceri...@gmail.com wrote: On Fri, Sep 5, 2014 at 4:26 PM, Cristobal Infante cgc...@gmail.com wrote: Hi Luc-Eric, Was having a goodl ook at the Maya UV editor today and it seems pretty good. The only thing I didn't manage to do was to tear off polygons.. Is this possible? I do this all the time in Soft! Hello, I'm not a UV editor user in either apps, but if you mean the tearing mode toggle in Softimage, there isn't a mode in Maya for that. You would select polygon and then Create UV Shell. It also sets the selection mode to Shell, so you can move it immediately. If you mean something else, I can ask a colleague. -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
maya uv tool broken?
hi There, I am in the mood of writing a huuuge rant on how much maya modeling tools are broken to a pointa wouldn't though so! but for the sake of my and your mental sanity I ll ask a simple question :)does someone knows if maya uvtool ( the one that comes with the bonus tools) in 2015... for macis broken somehow? It lags like hell the done button does not work, plus the uvs it gives me are a joke..compared to xsi. I am awaiting a uvlayout license, so I need to stick with maya for a bit,please let me know, if not I ll try to think of a different approach. thanks! IMDB | Portfolio | Vimeo | Linkedin
Re: maya uv tool broken?
export back to soft for unwrapping? I still do all my initial unwraps in XSI...regardless of the end software. On Fri, Sep 5, 2014 at 2:25 PM, Manuel Huertas Marchena lito...@hotmail.com wrote: hi There, I am in the mood of writing a huuuge rant on how much maya modeling tools are broken to a point a wouldn't though so! but for the sake of my and your mental sanity I ll ask a simple question :) does someone knows if maya uvtool ( the one that comes with the bonus tools) in 2015... for mac is broken somehow? It lags like hell the done button does not work, plus the uvs it gives me are a joke..compared to xsi. I am awaiting a uvlayout license, so I need to stick with maya for a bit, please let me know, if not I ll try to think of a different approach. thanks! IMDB http://www.imdb.com/name/nm4755969/ | Portfolio http://envmanu.com http://envmanu.carbonmade.com/| Vimeo http://vimeo.com/manuelhuertasmarchena | Linkedin http://www.linkedin.com/in/manuelhuertas
RE: maya uv tool broken?
ahaha I was sooo thinking of that! unfortunately I only have maya available at work, so can't :(I ll seriously consider to invest some time to learn modo I think..! IMDB | Portfolio | Vimeo | Linkedin Date: Fri, 5 Sep 2014 15:30:53 -0400 Subject: Re: maya uv tool broken? From: chr...@topixfx.com To: softimage@listproc.autodesk.com export back to soft for unwrapping? I still do all my initial unwraps in XSI...regardless of the end software. On Fri, Sep 5, 2014 at 2:25 PM, Manuel Huertas Marchena lito...@hotmail.com wrote: hi There, I am in the mood of writing a huuuge rant on how much maya modeling tools are broken to a pointa wouldn't though so! but for the sake of my and your mental sanity I ll ask a simple question :)does someone knows if maya uvtool ( the one that comes with the bonus tools) in 2015... for macis broken somehow? It lags like hell the done button does not work, plus the uvs it gives me are a joke..compared to xsi. I am awaiting a uvlayout license, so I need to stick with maya for a bit,please let me know, if not I ll try to think of a different approach. thanks! IMDB | Portfolio | Vimeo | Linkedin
Re: maya uv tool broken?
Unfold in Maya 2015 is the same Unfold3d tech as in Softimage and should give just as good or better result. Perhaps check if the plugin is loaded, it's called Unfold3d. Also please install the latest service pack for Maya. I believe the HUD buttons, which are used by the bonus tools, were not working in the original release and were fixed in SP1 On Fri, Sep 5, 2014 at 2:25 PM, Manuel Huertas Marchena lito...@hotmail.com wrote: hi There, I am in the mood of writing a huuuge rant on how much maya modeling tools are broken to a point a wouldn't though so! but for the sake of my and your mental sanity I ll ask a simple question :) does someone knows if maya uvtool ( the one that comes with the bonus tools) in 2015... for mac is broken somehow? It lags like hell the done button does not work, plus the uvs it gives me are a joke..compared to xsi. I am awaiting a uvlayout license, so I need to stick with maya for a bit, please let me know, if not I ll try to think of a different approach. thanks! IMDB | Portfolio | Vimeo | Linkedin
Re: maya uv tool broken?
Hi Luc-Eric, Was having a goodl ook at the Maya UV editor today and it seems pretty good. The only thing I didn't manage to do was to tear off polygons.. Is this possible? I do this all the time in Soft! On Friday, 5 September 2014, Luc-Eric Rousseau luceri...@gmail.com wrote: Unfold in Maya 2015 is the same Unfold3d tech as in Softimage and should give just as good or better result. Perhaps check if the plugin is loaded, it's called Unfold3d. Also please install the latest service pack for Maya. I believe the HUD buttons, which are used by the bonus tools, were not working in the original release and were fixed in SP1 On Fri, Sep 5, 2014 at 2:25 PM, Manuel Huertas Marchena lito...@hotmail.com javascript:; wrote: hi There, I am in the mood of writing a huuuge rant on how much maya modeling tools are broken to a point a wouldn't though so! but for the sake of my and your mental sanity I ll ask a simple question :) does someone knows if maya uvtool ( the one that comes with the bonus tools) in 2015... for mac is broken somehow? It lags like hell the done button does not work, plus the uvs it gives me are a joke..compared to xsi. I am awaiting a uvlayout license, so I need to stick with maya for a bit, please let me know, if not I ll try to think of a different approach. thanks! IMDB | Portfolio | Vimeo | Linkedin
RE: maya uv tool broken?
Thanks Luc Eric, Well I just opened it for the first time today... the uv tool (so I might need to play around a bit more, but the first results were not very good, although if you say so, then it should be a mistake on my side, which is preferable at this point!) good to know its the same plugin as xsi. I am not sure about the service pack, but I ll check that asap. It was annoying to have the done button not going away after repeated clicking. Thanks again for your help. IMDB | Portfolio | Vimeo | Linkedin Date: Fri, 5 Sep 2014 21:26:10 +0100 Subject: Re: maya uv tool broken? From: cgc...@gmail.com To: softimage@listproc.autodesk.com Hi Luc-Eric, Was having a goodl ook at the Maya UV editor today and it seems pretty good. The only thing I didn't manage to do was to tear off polygons.. Is this possible? I do this all the time in Soft! On Friday, 5 September 2014, Luc-Eric Rousseau luceri...@gmail.com wrote: Unfold in Maya 2015 is the same Unfold3d tech as in Softimage and should give just as good or better result. Perhaps check if the plugin is loaded, it's called Unfold3d. Also please install the latest service pack for Maya. I believe the HUD buttons, which are used by the bonus tools, were not working in the original release and were fixed in SP1 On Fri, Sep 5, 2014 at 2:25 PM, Manuel Huertas Marchena lito...@hotmail.com wrote: hi There, I am in the mood of writing a huuuge rant on how much maya modeling tools are broken to a point a wouldn't though so! but for the sake of my and your mental sanity I ll ask a simple question :) does someone knows if maya uvtool ( the one that comes with the bonus tools) in 2015... for mac is broken somehow? It lags like hell the done button does not work, plus the uvs it gives me are a joke..compared to xsi. I am awaiting a uvlayout license, so I need to stick with maya for a bit, please let me know, if not I ll try to think of a different approach. thanks! IMDB | Portfolio | Vimeo | Linkedin
Re: maya uv tool broken?
On Fri, Sep 5, 2014 at 4:26 PM, Cristobal Infante cgc...@gmail.com wrote: Hi Luc-Eric, Was having a goodl ook at the Maya UV editor today and it seems pretty good. The only thing I didn't manage to do was to tear off polygons.. Is this possible? I do this all the time in Soft! Hello, I'm not a UV editor user in either apps, but if you mean the tearing mode toggle in Softimage, there isn't a mode in Maya for that. You would select polygon and then Create UV Shell. It also sets the selection mode to Shell, so you can move it immediately. If you mean something else, I can ask a colleague.
Re: maya uv tool broken?
Thanks I will look into it, it seems to be a new feature: http://knowledge.autodesk.com/support/maya/getting-started/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/GUID-9369F620-55E2-4FF8-906F-88606633B670-htm.html On 5 September 2014 21:47, Luc-Eric Rousseau luceri...@gmail.com wrote: On Fri, Sep 5, 2014 at 4:26 PM, Cristobal Infante cgc...@gmail.com wrote: Hi Luc-Eric, Was having a goodl ook at the Maya UV editor today and it seems pretty good. The only thing I didn't manage to do was to tear off polygons.. Is this possible? I do this all the time in Soft! Hello, I'm not a UV editor user in either apps, but if you mean the tearing mode toggle in Softimage, there isn't a mode in Maya for that. You would select polygon and then Create UV Shell. It also sets the selection mode to Shell, so you can move it immediately. If you mean something else, I can ask a colleague.
Re: maya uv tool broken?
Unwrapping UVs in Maya 2015 is one of the very rare things where I find Maya to actually be better than most stuff out there that isn't strictly UV centric (and the UI isn't a throwback to the early 90s SGI like UVL's). Unfolding works as well as it did in Soft, like Luke said, but on top you have tension display and better shell management. Worth a shot instead of resisting it and assuming it's crap by default. On Sat, Sep 6, 2014 at 7:50 AM, Manuel Huertas Marchena lito...@hotmail.com wrote: sp1 was not installed yet indeed!! thanks for the help -- From: cgc...@gmail.com Date: Fri, 5 Sep 2014 22:37:49 +0100 Subject: Re: maya uv tool broken? To: softimage@listproc.autodesk.com Thanks I will look into it, it seems to be a new feature: http://knowledge.autodesk.com/support/maya/getting-started/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/GUID-9369F620-55E2-4FF8-906F-88606633B670-htm.html On 5 September 2014 21:47, Luc-Eric Rousseau luceri...@gmail.com wrote: On Fri, Sep 5, 2014 at 4:26 PM, Cristobal Infante cgc...@gmail.com wrote: Hi Luc-Eric, Was having a goodl ook at the Maya UV editor today and it seems pretty good. The only thing I didn't manage to do was to tear off polygons.. Is this possible? I do this all the time in Soft! Hello, I'm not a UV editor user in either apps, but if you mean the tearing mode toggle in Softimage, there isn't a mode in Maya for that. You would select polygon and then Create UV Shell. It also sets the selection mode to Shell, so you can move it immediately. If you mean something else, I can ask a colleague. -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!