Hi everybody
I don't have much experience in UV, so sorry if this a stupid question, but
i didn't find so far solution for it.
Is there a tool or technique to 'pack' UV sets to use maximum of work area
(box 0,0 1,1)?
I manually unwrap object to have it nice and clean, but i think that i
loose
You can use the Pack of the Undold Tool.
In Texture Editor Tools Unfold Pack.
In the Undfol ppg select the Pack Tab and then the Pack button.
2013/11/28 Mladen Kevic mladen.ke...@gmail.com
Hi everybody
I don't have much experience in UV, so sorry if this a stupid question,
but i didn't
Using the Spacing parameter you can avoid island overlaps, but actually, it
doesn't optimize the space as you'd like.
2013/11/28 Luca superposit...@gmail.com
You can use the Pack of the Undold Tool.
In Texture Editor Tools Unfold Pack.
In the Undfol ppg select the Pack Tab and then
yeah i try that one, but it uses space even worse than i did. it without
any reason rotate islands, and make very big gaps between them
On Thu, Nov 28, 2013 at 10:53 AM, Luca superposit...@gmail.com wrote:
Using the Spacing parameter you can avoid island overlaps, but actually,
it
Hello everyone,
Is it somehow possible to log how much memory a selection is taking up?
Or is that kind of info available anywhere in soft?
OK I accept that, it's not ideal but it's a solution. I'd rather get the
result you have with the multiple booleans / hard edges, which is what I
was after, but how are you doing it?
On 28 November 2013 11:26, pete...@skynet.be wrote:
I’m kind of with Matt on this.
If it’s simple cubes and
Sorry, re-read your post and now can see the script. That's cool, but I
have a merged object which contains about 3000 cubes (could go even
higher), generated with ICE using Grahame Fullers Convert Instances to Mesh
compound.
On 28 November 2013 11:30, Chris Marshall chrismarshal...@gmail.com
as matt said, first separate each polygon island.
there are some scripts out there that do this, but worst case: select with
polygon island filter, then extract and so on.
then boolean all of them one at a time - in the top right of the image I
attached, was the line of vbscript I used for
Thanks Peter, much appreciated. I shall give it a go and report back.
Cheers
On 28 November 2013 12:49, pete...@skynet.be wrote:
as matt said, first separate each polygon island.
there are some scripts out there that do this, but worst case: select with
polygon island filter, then extract
Not sure about the selection, but scene debugger gives you the full info on
various scene memories. I think it will serve your purpose. To open just
click on the button with the bag icon, it is next to the script editor
button at the bottom.
On Thu, Nov 28, 2013 at 5:50 AM, Ognjen Vukovic
Hi all, just wondering if there is a simple way to get udp data into
softimage. I've been reading this;
http://softimage.wiki.softimage.com/sdkdocs/examples/Addons/XSIServer/netview_xsiserver.htm
but since i'm not a programmer, i have no idea where to start :s
Maybe there is an addon or plugin
Try UniqueUV,
PropertyTexture ProjectionUniqueUV
then play with the 'PolyPackUV' operator in the explorer window to break the
islands up according to angles and other options.
'PolyPackUV' op is in the object..polymesh clusterstexture cords PolyPackUV
In 'Unique UV' or 'Unfold' methods, at times
This works:
https://github.com/KelSolaar/TCPServer_For_Softimage
If you're using Softimage *in Linux*, try my fork:
https://github.com/darkvertex/TCPServer_For_Softimage
I modified the original to be Python-2.5-friendly.
On Thu, Nov 28, 2013 at 12:43 PM, francisco criado
xsiaddon files you're typically are used to are but containers for one or
more plugin files, which are often scripts.
If you download the repo (click Download zip on the right side) and
extract somewhere, there's an Addons folder and inside it one folder, the
addon.
Move that folder to your
Doesn't soft comes with an TCP server example already ? Alan, can you
explain what is different in the one pointed on the github ?
On 11/28/2013 1:59 PM, Alan Fregtman wrote:
xsiaddon files you're typically are used to are but containers for one
or more plugin files, which are often scripts.
Hi Alan, thanks again!
the idea is to get accelerometer data from a device (already got that) and
connect it to a kine.global property in Softimage. Thought that maybe there
was already some workaround via capture/devices/tools but could not find
anything, and remembered reading something in the
The github one is pure-Python. It does not require compiling.
On Thu, Nov 28, 2013 at 2:07 PM, Alok Gandhi alok.gan...@modusfx.comwrote:
Doesn't soft comes with an TCP server example already ? Alan, can you
explain what is different in the one pointed on the github ?
On 11/28/2013 1:59
Hi Francisco,
For that you'd best do a custom (C++) device capture driver to use with the
Softimage Device Manager (under Animate, Tools, Devices-Manage Device
Drivers.) I think there is an SDK example of a mouse driver. (Again, this
will require programming skills.)
Cheers,
-- Alan
On
that would be out of league for me, i´m in hello world status in terms of
c++.
The data i´m getting from the accelerometer is quiet simple, just position
and rotation via tcp.Thought that there was a simple way to connect that
info into kine.global property.
How i wish to know more about coding!
if you need those perfect edges from the original cube then booleans will
probably be your best bet. otherwise using my custom ice nodes you can
decrease the voxel size a lot (increasing total voxels) and use the
'adaptivity' parameter on the volume to mesh node to reduce the density to
something
Well so does the one that comes with Soft, there are both python and c#
version. In fact, I remember playing with the factory python examples to
send message to machines with a qt interface. My test were all good for
that one. Pure python files for the server that comes with Softimage can
be
Ah! I'd swear at one point it was C only.
Anyway, looking at the code I see that it does not handle executing
arbitrary bare code/commands out of the box and it does not handle feeding
it a path of a script file to run. The github one does this and lets you
control the listening port via
Ha I can answer this! (Long time lurker here)Yes there is. been messing around
with this a bit using pure data
Look up Gudd and down load from git hub.
Its a little tricky but it works.
Best regards
Moykul
Sent from Yahoo Mail on Android
Thanks Steven,
Well I'm going to try getting some 3d prints made and will try both
methods. Your way is quickest, but the files are big if I try and keep
sharper detail. The alternative which I now have working is to break the
3000 cube model into its individual pieces using Joeys plugin, then
Hi Michael!
this is exactly what i needed! thanks a lot! you damn genius ;) already
subscribed on the google group.
hope you don't mind, i'm pasting a link of your work here.
http://www.ddrdev.fr/?file=Sectionsop=zarticleartid=7
very nice stuff! thanks again!
Francisco.
On Thursday, November
Nice!! I did not know of this tool. Very cool. :) Gonna try to hook up my
android phone's gyro to it.
On Thu, Nov 28, 2013 at 3:21 PM, francisco criado malcriad...@gmail.comwrote:
Hi Michael!
this is exactly what i needed! thanks a lot! you damn genius ;) already
subscribed on the google
This is looking very promising, Steven. Hope you'll find the time to expand
the toolset!
I'll be happy to test. And in case you need inspiration:
http://pages.citebite.com/n2g3k8p3p1pak
:-)
On Thu, Nov 28, 2013 at 3:19 PM, Chris Marshall
chrismarshal...@gmail.comwrote:
Thanks Steven,
Well
yes, the nodes used in houdini are inspired/started from nodes made by
dreamworks. the dreamworks implementation is available for download. i
have been using it as a reference implementation.
maybe someone else would like to contribute? i feel like a lone
soldier sometimes.
*written with
I also would like to know if there is any standalone or plugin, free or
commercial, that packs your already existing unique UVs ?
I've tried Unfold and UniqueUV polypack. If you want to bake your textures
with a tighter uv, polypack can be useful, but if you want to create UVs
from zero to paint
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