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Post by max001 on Mar 25, 2018 15:12:21 GMT
Hi, it's great to see the update, are there any plans to make this script work for unfold 3d 2018? Or is it even necessary?
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Post by max100 on Mar 25, 2018 15:39:00 GMT
well i did notice the unfold 3d 2018 is still categorized as a "devel" (developement) build but is downloadable so I guess it's not considered a "stable" build yet
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Post by Remi Arquier on Mar 26, 2018 10:02:07 GMT
Max100,
The devel version work very well, you should install it. And the LUA API remains compatible so you shouldn't have any problem with it.
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Post by i0megaman0i on Apr 4, 2018 17:32:27 GMT
Really appreciate the script, hope you keep updating it. But this really should be a free script.
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Post by occultmonk on Apr 8, 2018 14:13:48 GMT
Import Bridge Addon seems like an awesome script, I bought the extended version. Problem with instanced objects: It seems like multiple normal objects are supported, but when I select both unique objects and instanced objects nothing gets imported. If I unwrap one instanced objects it works. But not if I select 2 normal objects and one instance of a number of instanced objects. Feature requests: - I would like to be able to reposition the 'Unfold3D UV' modifier at any position in the stack. So some modifiers that do not support UVW below, and some modifiers that support UVW above.
- I also would like to be able to update the 'Unfold3D UV' modifier instead of creating a new one each time. The edit radio button does not seem to do this.
- It would be great if there was an option for instances too. (If you want the same unwrap on multiple instances). The default can remain reference of course.
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titus
Junior Member
Posts: 63
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Post by titus on Apr 10, 2018 10:01:20 GMT
Import Bridge Addon seems like an awesome script, I bought the extended version. Problem with instanced objects: It seems like multiple normal objects are supported, but when I select both unique objects and instanced objects nothing gets imported. If I unwrap one instanced objects it works. But not if I select 2 normal objects and one instance of a number of instanced objects. Feature requests: - I would like to be able to reposition the 'Unfold3D UV' modifier at any position in the stack. So some modifiers that do not support UVW below, and some modifiers that support UVW above.
- I also would like to be able to update the 'Unfold3D UV' modifier instead of creating a new one each time. The edit radio button does not seem to do this.
- It would be great if there was an option for instances too. (If you want the same unwrap on multiple instances). The default can remain reference of course.
Hi occultmonk, Could you post scene with a problem, or some screenshots. Because on my side seems like it works.
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Post by occultmonk on Apr 11, 2018 4:00:17 GMT
Hi occultmonk, Could you post scene with a problem, or some screenshots. Because on my side seems like it works. Yes, please send me a PM with your e-mail address. I just wanted to say I really appreciate this script! I have been looking for something like this for quite some time. I think that it should be included with Unfold3D or at least promoted more because it makes such a difference in using Unfold3D with 3dsmax. Now it's sort of hidden. One more question: Does the script support an unwrap anywhere in the modifier stack. So that I can have some modifiers above it that support UVW and some below that do not and can be temporarily collapsed? Does the update UVW radiobutton do this, because for me it seemed like it created a new Unfold3D modifier each time, even with this option selected?
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Post by occultmonk on Apr 16, 2018 9:00:38 GMT
Hi occultmonk, Could you post scene with a problem, or some screenshots. Because on my side seems like it works. Could you please send me a Personal message so I can e-mail the problem? And does the script support updating already existing Unfold3D modifiers? So when I want to update a previous unwrap it will use those existing Unfold3D modifiers in the stack. This would make it possible to unwrap with certain modifiers below and some modifiers above the unfold3D modifier (that support UVW). For example, turbosmooth and taper after the unwrap, but quad chamfer before Unfold3D.
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Post by occultmonk on Apr 25, 2018 18:10:26 GMT
The script works sometimes for certain objects and not for other objects. I tried contacting the author, but I get no response. I am a bit disappointed because I would really like to have better integration with 3Dsmax. It's an almost invaluable addition for using Unfold3D in a non destructive way with 3dsmax. Also, I would love to have the option to update existing Unfold 3d modifiers so that you are able to place them anywhere in the modifier stack, not just on top. So after certain modifiers, but before others.
Please make this script official, and maintain it. Also, it would be great if it was an option in the Unfold installation.
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Post by Remi Arquier on Apr 27, 2018 16:29:57 GMT
I contacted Titus for an update and made a proposition to him.
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Post by occultmonk on Apr 28, 2018 10:15:34 GMT
I contacted Titus for an update and made a proposition to him. That's great news!
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titus
Junior Member
Posts: 63
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Post by titus on Apr 28, 2018 11:17:34 GMT
Hi, so i'll try to answer for several requests and problems: So, here are some features requests from Unfold users for 3dsmax bridge - extended edition: - Keep only one Unfold3d modifier (bridge adds new mod every time after sending) - yes it's possible to make this improvement.
- Position(or custom position) of Unfold3d modifier in modifiers stack (bridge adds modifier on the top of modifiers stack) - each user have to define when and where add an UVW modifier, so you have to drag Unfold3dUV mod manually - because there are thousands of different combinations like on one object or on multiple objects because they could contain different sets of modifiers. So this option could destroy stack or you will have bad UV's.
- Disabling TurboSmooth modifier before Unfold if it exists and put Unfold3d modifier before it - also possible.And some bridge problems from Unfold users: - Instanced objects and objects without instance or both of them. So for different purposes different setup, if you want to make a UV for instanced objects you have to sent only one instance to unfold but if you want different UV for instanced objects you have to send all or selected instances. Example: Similar objects should have same UV channel 1(Diffuse map for example), but different UV channel 2 (LightMap for example): -For UV channel 1 you have to send only one object (from instanced objects) to unfold -In case of UV channel 2 you have to send all instanced objects to unfold also answer is here Many thanks!
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Post by occultmonk on Apr 29, 2018 2:33:21 GMT
So, here are some features requests from Unfold users for 3dsmax bridge - extended edition: - Keep only one Unfold3d modifier (bridge adds new mod every time after sending) - yes it's possible to make this improvement.
- Position(or custom position) of Unfold3d modifier in modifiers stack (bridge adds modifier on the top of modifiers stack) - each user have to define when and where add an UVW modifier, so you have to drag Unfold3dUV mod manually - because there are thousands of different combinations like on one object or on multiple objects because they could contain different sets of modifiers. So this option could destroy stack or you will have bad UV's.
Thanks for the reply. A custom position for the Unfold3d modifier would be possible in my opinion when used in this way: 1) Add the unfold3D Modifier to the objects at the top of the stack (Same as happens now or below (multiple) turbosmooth/opensubdiv modifiers. 2) Users can then manually drag the Unfold3d modifier to the position they want in the modifier stack for each object. (Again no extra additions to the script) 3) When exporting the objects the script could temporarily turn off the modifiers above the Unfold3D modifier and export each object with only the modifiers below the Unfold3D modifier enabled. When used in combination with the new update of the existing Unfold3d modifier instead of adding a new one this would work perfectly. So the only extra addition would be to export each object with the modifiers above the unfold3D modifier turned off and those below unaffected (turned on). Then update the existing unfold3D modifier when re-importing. And finally, re-enable the modifiers on top of the unfold3D modifier. This might be a flexible and simple solution that can be implemented with minimal work and does not require you to think of "thousands of different combinations of modifiers". Also, I was having problems even with non-instanced objects. I send you a link to my test scene some time ago. Thanks again, this awesome script!
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Post by occultmonk on Apr 30, 2018 2:35:19 GMT
It's not only Turbosmooth and Opensubdiv that should remain on top in the stack. Modifiers like Chamfer (Used for quad chamfer bevel) also support and can/should be placed on top of the UVW unwrap. The advantage is a far cleaner Unwrap then having to unwrap the chamfered mesh in Unfold3D.
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titus
Junior Member
Posts: 63
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Post by titus on May 12, 2018 14:58:38 GMT
Hi there i have began work on update, so it will be soon.
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