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 ?
>>>
>>
>>
>
>

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