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" <[email protected]> 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: [email protected] > > To: [email protected] > > > > 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 > > <[email protected]> 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 :) >

