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Post by Remi Arquier on Oct 13, 2017 13:35:36 GMT
Glad that you are glad.
Just a question, because I did not test your bridge. Can you confirm me that your tool allows to add UVs on an existing Max object without loosing existing Modifiers applied on the object if any?
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titus
Junior Member
Posts: 63
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Post by titus on Oct 13, 2017 20:16:28 GMT
No, now it deletes(better say collapses) all modifiers and convert object into editable poly object in 3dsmax, so i do it in case of FBX exporter because i need final mesh before UV channel copy/pasting. Because 3dsmax reordering indexes of vertices. So export process in max it's a pain in the **s. sorry. But as a max user, i can say it's not so painful, if you going to make a UV usually you have to collapse your modifier stack. And i'm still testing script with an different combinations. I think i can say it's stable now.
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Post by Remi Arquier on Oct 14, 2017 0:03:46 GMT
Thanks Titus, and what about weight maps, rigs, and other things like that? Sorry to ask so many questions but since I will write some lines on our website on your bridge I don't want to make bullshit
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titus
Junior Member
Posts: 63
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Post by titus on Oct 14, 2017 7:36:28 GMT
Thanks Titus, and what about weight maps, rigs, and other things like that? Sorry to ask so many questions but since I will write some lines on our website on your bridge I don't want to make bullshit Yep no problem ask if you have questions . Let's bring some light what my script does in case of 3dsmax, it copies uv channels from one mesh to another if they are similar, and put new uv channel as "unfold3d uv"modifier in 3dsmax. So it doesn't affect for mesh info like vertex color, weight, alpha, illumination etc, doesn't change topology. And Unfold3d modifiers could be applied(collapsed) or deleted at any time by user. But it has one restriction(again only in 3dsmax, depends from software) - object or objects must be Editable poly without any modifiers. So about rigs, bones, skin- usually uv channels created before this step when model is finished. It's typical workflow. Thank you!
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titus
Junior Member
Posts: 63
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Post by titus on Oct 15, 2017 12:37:19 GMT
So changelog for v1.14 - Added check for source object delete (in 3dsmax) now it's more stable - some code improvements TODO: - Improve code, make it more faster - Improve modifiers assigning, make this procedure without stack collapsing. and i think it will be final version Many thanks!
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Post by joshpurple on Oct 15, 2017 13:58:21 GMT
Thank You Titus ! Feel free to let me know if you would like me to test any specific items with it. Currently I've been using it in 3ds Max 2017 (latest version for 2017. 3ds Max 2018 is out, & I hope to install that soon/get 3ds Max 2018 working ). -------------- On a new scene, default settings, etc. in 3ds Max 2017, I dragged & dropped the 'Unfold3d_bridge_v1.14.mzp' , into the viewport, and it seemed to be working great. Here's a screenshot/capture of 3ds Max right after I dropped it in ; And then after I selected on the unfold.exe, & selected the Preset, drop down menu ;
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titus
Junior Member
Posts: 63
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Post by titus on Oct 15, 2017 14:56:37 GMT
Hi joshpurple! Thanks for tests. and if you make a mouse right click on mode buttons (new,edit,preset(depends what preset is selected)) it will open lua script in notepad. So at this case you can create new presets or modify current. And if you make a mouse right click on presets dropbox it will update presets list.
In my opinion presets are the most powerful thing, because you can make batch operations.
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Post by joshpurple on Oct 15, 2017 15:11:57 GMT
Excellent, Thank You for the tip / info Titus, & I agree !
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Post by Remi Arquier on Oct 17, 2017 13:36:53 GMT
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Post by joshpurple on Oct 17, 2017 13:57:48 GMT
Nice ! That looks great, and everything seemed to be working (links, downloads, etc.)! Great to have that page . I don't have C4D, so I'm unable to check on the C4D plugin, etc. <--but, it also looks great. If it might help, it might be mentioned that the Addon is FREE , excellent work !
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titus
Junior Member
Posts: 63
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Post by titus on Oct 17, 2017 22:54:30 GMT
Wow !!! Super cool!!! IMO everything is cool! if i will have some ideas i will write. So and i have updated script a bit: - so now it's more stable and faster. - add detailed description at gumroad and i have changed a link to script ---> gumroad.com/l/Unfold3dMax_Bridge please update link at bridges page. Many thanks guys! PS: Could you make a link to my Artstation profile page on bridges page?
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Post by Remi Arquier on Oct 17, 2017 23:05:15 GMT
Titus
We updated the link. Don't forget to say me if you find a "feature" that we missed in our list.
BTW Nice description
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titus
Junior Member
Posts: 63
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Post by titus on Oct 17, 2017 23:10:17 GMT
Titus We updated the link. Don't forget to say me if you find a "feature" that we missed in our list. BTW Nice description No everything is great. Thank you.
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titus
Junior Member
Posts: 63
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Post by titus on Oct 20, 2017 7:50:28 GMT
Hi all! Update 1.19 change log: - removed fbx presets for max now they are inside script (fbx is a huge problem in max) - administrator mode is no more needed when setup - some code optimization
So in case of fbx versions script works correctly only in 3dsmax versions 2016/17/18(tested) .(maybe it works for 2013/14/15 not tested) For older 3dsmax versions(2009/10/11/12) it is necessary to install latest versions of Fbx plugin, because there's no "preserve edge orientation" command inside default Fbx plugin.
@remi: what kind of fbx version do you use when you save file? Thank you!
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Post by tyros5 on Nov 13, 2017 22:32:58 GMT
Hi! Titus ! Thanks very much! it s really great job! So it would be better to eliminate the script somehow for older versions (at least max 2014) please! Maybe there is some way to optimize script for these fbx exporters! or may be create script which supports obj import export operations
thanks in advance!
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