> From: Sebastien Sterling 
> its cool i got it working now :) 

great!

> was selecting  a single strip of poly's didn't realize you had to select the 
> whole area. works well on simple strips, doesn't work well with... anything 
> else :(
> There is an amazing Modo tool where you select an edge and it does a an 
> unfold, like in softimage, but neat and tidy
> thanks for the help Pete your a credit to this list :)

now now, you’re making me blush. 
This list – and the ones before it, have been a never ending stream of helpful 
info – and I’m glad when among all the ICE and coding mails that are way above 
my head, there’s an occasional topic where I can help out myself.







On 18 December 2013 11:46, <[email protected]> wrote:

  contour stretch interprets the geometry as if it were a grid (with a U and V 
direction) – likely deformed in space
  walking the mesh lets you drive the layout by indicating the four corners of 
this grid.
  it works on the whole geometry at once – not on a single strip and the rest 
by extrapolation.

  in order for this to work it has to find the borders of the object – in case 
of a tube you have to open it (select an edge loop and disconnect it) – for a 
donut you’ll have to open it in both directions
  if the road (a flat ribbon) is circular you’ll have to disconnect an edge 
loop as well.

  in the texture select the samples on an existing projection, click on walking 
the mesh, and in the viewport click the 4 points in the proper order (which can 
be difficult with complex forms) and then right click to end – then it should 
give you a rectangular UV layout.

  if the object is very twisted, or deviates a lot from the organised grid 
topology (forks in the road for instance) – it might fail or just give useless 
results. a long and winding road (pun intended) should work – but a 
labyrinthine road won’t – or would need to be approached one path at a time.
  also – it usually requires a serious workover to minimize distortions.

  (if you want you can mail me a geometry and I can have a go)



  From: Sebastien Sterling 
  Sent: Wednesday, December 18, 2013 10:55 AM
  To: [email protected] 
  Subject: Re: Old Tool UV strip projection ?

  I think it is the contour stretch UV's, but it doesn't seem to be working 
very well, i make my selection and add the projection but it doesn't tile it as 
you would expect along the other faces, they are all weird, am i missing a step 
?.


  Yes peter, there is a Walking the mesh function in the Stretch contour UV's 
menu, however none of the options seem to do much, :(.


  anyone else use this recently ?




  On 18 December 2013 10:45, <[email protected]> wrote:

    I don’t remember the one you describe, but there was a gator-like tool, 
that would create UVs on a polymesh from a nearby nurbs surface.
    shouldn’t be too hard to replicate in XSI: extract an edge loop, create an 
extrusion (nurbs) and gator the UVs from the extrusion to the poly road.

    in XSI there is “walking the mesh” in the texture editor, which should be 
fine for a road – without the need to go through a nurbs object. when it works, 
its pretty cool.



    From: Sebastien Sterling 
    Sent: Wednesday, December 18, 2013 10:15 AM
    To: [email protected] 
    Subject: Old Tool UV strip projection ?

    Hello list


    Recently i was approached by some maya people looking for an old tool in 
softimage (GASP!)


    They want to create uv's for a road, and they think there is some kind of 
tool in softimage, where if you create a projection for a strip of polygons on 
the road, there

    is some kind of automated function using the u and v coordinates which 
automatically finds the rest of the uv's.


    This would have been an old tool, ring any bells ?


Reply via email to