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Post by tyros5 on Nov 14, 2017 0:14:47 GMT
i checked some things while importing meshes to max 2014 ... it seems something wrong whith unfold3d fbx exporter ... i noticed that fbx saved from unfold3d cannot be open in max 2014 even button 2014 checked in fbx compatibility version checkpoint in preferences dialog .... while the same file exported from max 2016 can be imported in max 2014 perfectly
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titus
Junior Member
Posts: 63
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Post by titus on Nov 18, 2017 12:18:58 GMT
Hi Tyros5! Yep this version of bridge has an limit for 3dsmax versions you can use it from version 2015 and later, because Autodesk improves FBX every new max release and forget to update older versions this is sad thing and they have really poor documentation about it. So do not worry i will try to make obj format support.
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Post by tyros5 on Nov 19, 2017 11:48:29 GMT
Thank you my Bro! It would be wonderfull see something like bridge for uvLayout which run in obj format... also it would be better if mesh doesnt miss its poligons id while return it into max workspace ! if possible refer uvpipe script code to take advantage please ! www.norman3d.com/Scripts/UVPipe.mzp
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titus
Junior Member
Posts: 63
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Post by titus on Dec 2, 2017 12:39:19 GMT
Hello guys! Today is a bad news, my gumroad account was hacked and all donated money were stolen. i don't know how but.... and the bad guys put 5$ price for the bridge (i think they did it 2 weeks ago) so i restored previous price to 0$ again. Also bad guys email is veo228@mail.ru. So be careful in internet and keep your passwords safe. Good luck!
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Post by joshpurple on Dec 2, 2017 21:50:43 GMT
Hello guys! Today is a bad news, my gumroad account was hacked and all donated money were stolen. i don't know how but.... and the bad guys put 5$ price for the bridge (i think they did it 2 weeks ago) so i restored previous price to 0$ again. Also bad guys email is veo228@mail.ru. So be careful in internet and keep your passwords safe. Good luck! Bummer!! So sorry to hear the bad news! And Thank You for the heads-up on the bad guys email, I appreciate it! Hope things are better / get better! All my best!
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Post by Remi Arquier on Dec 4, 2017 11:23:46 GMT
Hello guys! Today is a bad news, my gumroad account was hacked and all donated money were stolen. i don't know how but.... and the bad guys put 5$ price for the bridge (i think they did it 2 weeks ago) so i restored previous price to 0$ again. Also bad guys email is veo228@mail.ru. So be careful in internet and keep your passwords safe. Good luck! I'am so sorry for this Titus. That kind of things are disheartening and you do not deserve that regarding your work.
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titus
Junior Member
Posts: 63
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Post by titus on Feb 9, 2018 19:14:19 GMT
2Remi Arquier: Hi there, i'm working on script update, and i'm wondering how or what algorithm for spacing and merging values. because it depends from texture size. Could you explain it to me? here are several screens from updated bridge and bridge settings: bridge update include: -now it's works with OBJ (FBX was skipped because it's s**t) -Channel selector -Added settings for bridge (images below): So i hope i will finish it soon.
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Post by Remi Arquier on Feb 12, 2018 10:03:24 GMT
Wow that's nice SpacingSize is set using U3dIslandGroups, and stored in the "Pack" structure internal data of "RootGroup". This value is then reused when executing U3dPack. This value must be set in real unit, not in pixel. U3dIslandGroups({Mode="SetGroupsProperties", MergingPolicy=8322, GroupPaths={ "RootGroup" }, Properties={Pack= {SpacingSize=0.00490625}}}) Which means that U3dPack and U3dIslandGroups doesn't care about map pixel resolution. Map pixel resolution is UI data only. Same thing for MarginSize. Does it answer to your question ?
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jixal
New Member
Posts: 1
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Post by jixal on Feb 25, 2018 6:46:33 GMT
Fantastic Script!!! Really really useful, thanks so much, it should be a built-in part of Unfold 3D itself much like zBridge is for zBrush =).
The bridge menu didn't appear when I dropped in the mzp or ran it from scripts menu. However, it did install so I turned it into a button. If anybody's wondering where it's located; it's under Titus_Scripts category.
Tested with 3DS Max 2017 & Unfold 3D 2017.
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Post by Remi Arquier on Feb 26, 2018 11:39:51 GMT
Thanks Jixal for your feedback and help !
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titus
Junior Member
Posts: 63
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Post by titus on Feb 27, 2018 17:43:30 GMT
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Post by tyros5 on Feb 27, 2018 19:03:50 GMT
Remarkable job Dear! Excellent script ! As i understand now it exports mesh as obj ... works great but meanwhile there is some issues with obj format ...that is mesh vertex order... the problem is some in 3ds max scene ones need copy uv coordinates to instance objects to apply them uv ...but as we export and then import mesh as obj it miss its instance property and (unfortunately) its mesh vertex order (the obj format problem) ...so then its impossible copy uv to identical rest objects !!! fbx format is free of this problem ..it doesnt miss mesh order ...and it can be recopy uv chanel to identical mesh ...so please if its possible to solve this or at least make your old script to save fbx format as fbx 6.1 version binnary (this option now possible in 2017.0.27 version of Unfold3d) this need for mesh can be oppened in max 2014! Meanwhile Thanks for your great efforts!
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titus
Junior Member
Posts: 63
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Post by titus on Feb 27, 2018 23:37:21 GMT
Remarkable job Dear! Excellent script ! As i understand now it exports mesh as obj ... works great but meanwhile there is some issues with obj format ...that is mesh vertex order... the problem is some in 3ds max scene ones need copy uv coordinates to instance objects to apply them uv ...but as we export and then import mesh as obj it miss its instance property and (unfortunately) its mesh vertex order (the obj format problem) ...so then its impossible copy uv to identical rest objects !!! fbx format is free of this problem ..it doesnt miss mesh order ...and it can be recopy uv chanel to identical mesh ...so please if its possible to solve this or at least make your old script to save fbx format as fbx 6.1 version binnary (this option now possible in 2017.0.27 version of Unfold3d) this need for mesh can be oppened in max 2014! Meanwhile Thanks for your great efforts! Many thanks! and about instancing in max. Maybe i can help. Look: I have created 3 boxes and they are instances so looks like this: But if you want same UV for all instances you have to Unwrap only one source object or any one instance and do this in modifiers stack: Final shot: They are (boxes on screenshot) still instances. And that's it. I hope i helped. By the way the bridge works fine with an instances. Many thanks!
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Post by tyros5 on Feb 28, 2018 10:15:29 GMT
Hi Titus! Sorry for trouble! after i d wrote last post about the issue i did same tests and as you showed here and everything is fine ... Thanks very much! This script is wonderfull tandem between 3ds max and Unfold3d and the best solution of unwrap jobs in 3ds max workspace! Thanks once again!
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titus
Junior Member
Posts: 63
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Post by titus on Feb 28, 2018 12:09:30 GMT
You are welcome!
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