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Post by Numerator on Feb 7, 2016 16:46:48 GMT
I am having a great deal of difficulty using Unfold3D in Maya 2016 on triangle meshes.
Here are just some of the issues.
-Selecting via shortest path works intermittently, at best
- Border edges cannot be removed
- It gets into a state where I can't select anything and have to exit or the hour glass never ends. To repro: use selecting via shortest path, then switch to edge selection. Edges cannot be selected at this point.
Please have artist use Unfold3D on triangular meshes in Maya and they will come across these issues.
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Post by Numerator on Feb 7, 2016 17:08:04 GMT
This was on Windows 10 x64
Received this error while trying to undo: Error: file: C:/ProgramData/Autodesk/ApplicationPlugins/MayaBonusTools/Contents/scripts-2016/bt_autoUnwrapUVTool.mel line 164: Found no items to list the history for. //
Tool terminated and I lost my work.
Escape key does not abort import as indicated in the progress bar.
Several times it did not recognize my borders and I could not recover them. Work lost.
A mesh of 100K polygons takes tens of minutes to process. Even the "Go back" function takes minutes.
When my work is lost, I find it faster to terminate Maya and reload the model and start again, rather than wait for "Go back" to finish.
Several times the UI was present, but was not responsive.
Several times "Go Back" did not work, forcing me to select "Continue" ---------------------------------------------------------------------------- Saving the Maya file, then loading it back in had these errors:
closeAllNodeEditors;
closeHypershade;
requires -nodeType "Unfold3DUnfold" "Unfold3D" "Maya2015SP1.r1568.release.Apr 3 2014|15:09:24";
// Error: line 0: The Unfold3DUnfold 'Unfold3DUnfold1' has no 'uvce' attribute. //
// Error: line 0: Node "Unfold3DUnfold1" has no attribute "uvce". //
// Error: line 0: The Unfold3DUnfold 'Unfold3DUnfold1' has no 'fpve' attribute. //
// Error: line 0: Node "Unfold3DUnfold1" has no attribute "fpve". //
// Error: line 0: The Unfold3DUnfold 'Unfold3DUnfold1' has no 'mnsl' attribute. //
// Error: line 0: Node "Unfold3DUnfold1" has no attribute "mnsl". //
optionVar -sv colorManagementColorPickerColorSpaceSelection "Rendering Space";
optionVar -iv colorManagementColorPickerColorMgtEnabled 1;
// Viewport 2.0 floating point render target is turned off.
optionVar -sv colorManagementColorPickerColorSpaceSelection "Rendering Space";
optionVar -iv colorManagementColorPickerColorMgtEnabled 1;
// Warning: line 0: Errors have occurred while reading this scene that may result in data loss.
--------------------------------------------------------
After I hit continue, this error // Error: Unfold3D command failed: //
// Error: Unfold3D command failed: //
-----------------------------------------------------
All of these things should be easy to reproduce on a model of 100K polygons. If not, I can send one.
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Post by Remi Arquier on Feb 15, 2016 18:16:10 GMT
Hi,
Thank you for yuor repport, however the issue about the edge selection seems related to the Maya tools. Not Unfold3D. Unless you are actually using Unfold3D to cut the mesh ?
About the 100K mesh, usually theses kind of meshes can be unfolded in far less time. I suppose that your meshes contains special topology. Can you post a screen shoot of it please ?
Cheers
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Post by Numerator on Feb 18, 2016 16:15:13 GMT
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Post by Remi Arquier on Feb 18, 2016 22:15:11 GMT
Hi Numerator I had a look at your model. And yes, it contains one handle (as far as I saw) in the middle of its legs: close up: location (look inside the mesh volume): You'll have to cut your model so that it doesn't contains any handles. Suches triangulated models need to be carefully cut into pieces to be correctly unfolded. Also, an important thing: try disabling the "prevent self intersection" when unfolding. Cheers
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Post by Remi Arquier on Feb 18, 2016 22:42:23 GMT
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Post by Numerator on Feb 19, 2016 3:55:15 GMT
I did not see that mesh issue, but in general, it takes a long time to make a quality UV unfolding. If you had the ability to move borders in realtime, while keeping two endpoints, that would be a huge timesaver. Similar to how Google maps lets you select different routes by dragging the path.
It would be nice if you highlighted problem geometry.
I would not call the results you achieved good quality for what I am doing. I need the absolute minimum number of islands(charts). I want to use the texture coordinates for normal maps, so any discontinuity that is not on an inward geometry fold will show. The shoulder would be particularly noticeable. Ideally, you should not see any discontinuity in the checkerboard pattern on the model. Is there a way to reduce discontinuity across islands and keep the borders on geometry seams?
Did you encounter any of the errors that I saw?
Also, I don't see the "prevent self intersection" option in the plugin.
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Post by Remi Arquier on Feb 20, 2016 12:11:18 GMT
I did not see that mesh issue, but in general, it takes a long time to make a quality UV unfolding. If you had the ability to move borders in realtime, while keeping two endpoints, that would be a huge timesaver. Similar to how Google maps lets you select different routes by dragging the path. It would be nice if you highlighted problem geometry. These non manifold handles are clearly difficult to find. And yes, the realtime option like in google map would be a nice feature, the highlihting one also. We are working on things like that for the standalone version of Unfold3D. Its clearly perfectible. Actually I used an automatic system that I am currently developping for finding seams, and it took me like 30 seconds to have that result using it. Idealy we would need to have an automatic seam creation algorithm that use occlusion maps as mask to attract seams on hidden parts and the "white areas" of the occlusion map should be protected from seam presence. We are also working on this . For the moment the only option you have under Maya is using the shortest path finding tool... I know thats not ideal but things will change in the future. The errors you are repporting are linked to the 2016 Maya plugin of Unfold3D. For the next version of Maya we put our algorithms into a library and this is the Maya team that does the integration into Maya 2017. So for the future you should repport problem like that one to Autodesk, since they actually doing the bug correction on their side. On my side, I will do not touch the Maya UI anymore. Uncheck the "Prevent self border intersections " and "Prevent triangle flips" for your model, It can helps. Look at the Maya documentation to find them: knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/Maya/files/Edit-UVs--Unfold-htm.htmlCheers !
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Post by Cglover on Jul 7, 2017 12:32:13 GMT
how to solve? Topology warning: Some polygons attached share noncontinuous borders
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Post by Remi Arquier on Jul 7, 2017 12:36:03 GMT
Hi,
Are you using Unfold3D inside Maya ?
Thanks
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