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Tools 3D :: Forums :: General Discussions :: Future Tool Requests
 
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worldSpace UV EdgeLoop kind of things for Polygon strips. like road , band or belt.
Moderators: admin
Author Post
smoluck
Tue Dec 16 2008, 12:11PM
Registered Member #330
Joined: Tue Dec 16 2008, 08:57AM
Posts: 4
First of all I must say that Your tool look Great an Powerful !!!

I've got a look on Topogun beta that look's as your tool. But the very good point was that you can do all this things in Maya and didn't need Import/Export process that was really restrictable ( http://www.topogun.com/ ) and somtimes data loosless.

---------------


So As I'm not at this time a Character designer and as I work on Props like roads, and building king of things I've always wanted to do some automated procedure like that exemple.

Here I will present the process I've delopped in order to do a good proportionned Gutter.

I've searching to do it by just using a Liner CV line as a profile and another cubic curve as a path but I've always failed as the Uv's looks bad.

So As I've find an alternative solution by using different melscipt:

Curve Length v1.0from Dirk Bialluch in order to get the length of my Path curve ( Very handy too land use full in order to combine it with the second one. It was very usefull in order to redefine the scale of the curve as I wanted 4 metre long right here. (set length option)

Extended Duplicate Options 1.1.0 from Nicolas Pastrana

It helps me to duplicate the object that was 1 metre long by repeating it on the curve as many times as needed in order to get a good uv flow, and a regular UVscale as the distance are between the face that compose the mesh.

STEP 1:
As you can see on that screen I've using the +X axis as a tangency axis. and duplicate it 5 times ( N+1) because of the center pivoton it for a good flow. Combine the resulted mesh.

Before:


After:
http://skeeter.mot.free.fr/cgtalkupload/DiamantUV/WorldSpaceLoopUV2.jpg

worldSpaceUVLine in order to select every edge loop that define the flow of the gutter. And create Uv's for that UV selection as if I wanted to space out eatch consecutive uv's using their hown distance between themselves.

STEP 2:
Fix the resulted mesh just by using a vertex selection tthrough the UVtexture editor& merge some vertex that I want to be a loop.



Result:


STEP 3:
Select the new edge ring and apply a Move and sew Uv's to the edge ring selection in order to get just One UV shell for that Gutter.



So here you can see that world space uv line Works great on it like the good proportion between the length at the top and the leng of the edgeloop UV's at the bottom that reflect the reality:


But here there is a problem !


STEP 4:
How can I do for all the ring edge ? In order to correct the uv distortion ? I can't fix for exemple the top uv edge line in order to define strait verticality for the UVs along V axis ?

like that ?

Align UV's along U positive:


for get finaly that result:


Hummm this post may be didn't have it's place here but How can I straiten and pin some edge loop ... in order to get a good tileable UV's that got Good World scale proportion ?

This is an explanation of the fast procedure of UV unwrap. I wanted to do same stuff with just 2 curve extrusion(one profile and one path).


PS:
If this post need to be deleted please feel free to delete it and reply me by a PM.

[ Edited Wed Dec 17 2008, 03:26AM ]
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smoluck
Wed Dec 17 2008, 05:30AM
Registered Member #330
Joined: Tue Dec 16 2008, 08:57AM
Posts: 4
Ok I 've post a thread on CGtalk because I know I can do that tweak on my UV's by just using a little mel script tips

http://forums.cgsociety.org/showthread.php?p=5565809#post5565809


EDIT: Some Info who can help in order to develop a melscript to do that in one clic.

As I've look at the Script Editor, it can be easy to do, but I don't know how to do.

If i select an edge and select is edge loop the commands was returns me that:

select -r polySurface114.e[9] ; 
SelectEdgeLoop;


If I select an edge and after select the edge ring of this one the Script Editor return's me that:

select -r polySurface114.e[3] ; 
SelectEdgeRing;
select -r polySurface114.e[3] polySurface114.e[9] polySurface114.e[16] polySurface114.e[23] polySurface114.e[32] polySurface114.e[37] ;


So the SelectEdgeRing; command returns the list of the selected edge on the the ring.

STEP 1: Select an edge ring.

SelectEdgeRing;


STEP 2: So it can be possible to individualise every edge of that ring. by just looking througth the list of edge from the edge ring result.

?????????????????????????
??? don't know how :-( ??
?????????????????????????


STEP 3: Convert them one by one to an edge loop using:

SelectEdgeLoop;


STEP 4: Converting the selected edge loop one by one to Uv's selection by using:

ConvertSelectionToUVs;


STEP 5: Apply the marvelous AlignUV's Max Uvalue command to it:

tvAlignUVsCallback OptionBoxWindow|formLayout54|tabLayout2|formLayout  56|tabLayout3|columnLayout2 1;


[ Edited Wed Dec 17 2008, 05:42AM ]
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admin
Wed Dec 17 2008, 02:46PM

Registered Member #1
Joined: Sat Apr 07 2007, 01:38AM
Posts: 126
well i'm not entirely sure what you want for your final result.. and im not sure what tvAlignUVsCallback is.. i'm trying to mimick this inside of maya.. but really.. it looks like the final result you posted a picture for is the same as the initial merge vertices but scaled a bit.. can you provide any more info? or maybe a more complicated example?
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smoluck
Mon Jan 05 2009, 03:56AM
Registered Member #330
Joined: Tue Dec 16 2008, 08:57AM
Posts: 4
OK I've found some help on CGtalk forum... The replied melscript work's as I wanted.

Maybe it can be interseting for you to look at it.
http://forums.cgsociety.org/showthread.php?p=5565809#post5565809
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