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.
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!
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 ;
RizomUV_VSRS.2018.0.70.g9bf0ea2 i7-4770K CPU 3.50GHz 32 GB RAM Windows 7 64bit SSD GeForce GTX Titan X driver 398.11
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.
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!
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