i might have to ask something else about vertex id's, I've never had to transfer them in softimage :P
On 18 December 2013 15:06, <[email protected]> wrote: > > > *> From:* Sebastien Sterling <[email protected]> > > 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 <[email protected]> >> *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 <[email protected]> >>> *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 ? >>> >> >> > >

