dannyUvTools v2.0
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The alpha version of dannyUvtools v2.0 is now available. New features in this version:
http://www.dannyngan.com/tools/danny...uvtools_ui.jpg For those of you who aren't familiar with the UV unwrapping process that I use, head on over to the dannyUvTools page on my website for an overview: http://www.dannyngan.com/mel_dannyuvtools.htm Feel free to test out the script and send me any feedback that you may have. Remember that this is an alpha version, and I am still working on it. A readme with installation and usage direction, a shelf icon, and a colored number grid image are included with the download. |
Nice one! I'll be sure to check this out later...
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HECK YEAH DUDE!!!
I'm getting this IMMEDIATELY when I get home:) PS, I checked your uvtools page on your site, and I couldn't find any details regarding what the "Initialize" and "Check" mesh buttons are for? Did I miss it? If so.. my bad:) Srry... If not, would you be able to ellaborate a little on what they do? And how they help the DannyUVtools workflow? ..or is more info regarding those functions in the mel header? Srry to be a pain in the arse man:( Thanks again dude!!! |
You didn't miss anything. I haven't had a chance to update the workflow description on my site. There is a brief description in the MEL header and associated readme file, but, to make things easy, I'll do a quick description here. :)
"Initialize Mesh" does a couple of things. First, it deletes the selected object's history. As we all know, construction histories have been known to cause a few hiccups here and there. Second, it applies a base material to the object. This base material (materialID000) is used for a couple of reasons. The material's color 0,0,0 so it is easier to see unassigned faces when you're applying materials. It's also a way for me to make sure that no other fancy material or shader is applied to the mesh that might screw up the layout process later. "Check Mesh" evaluates the selected object to see if all faces have materialID's assigned to them. It basically checks to see if materialID000 is still applied to any of the faces. If it detects it, all materialID000 faces are hilited in the modeling view, so you can easily track them down and assign materials to them. Once all faces have non-zero materialID's assigned, you'll get an all-clear message. Basically, Initialize Mesh and Check Mesh are 2 additional functions to minimize the number of potential errors in the unwrapping process. They're not absolutely required, but I've found that they do help, especially if you work really fast and happen to miss a few faces here and there. So, that's basically it. Let me know how the script runs for you. |
:bow:
Dude, I can't wait to get home and try this m8! Thanks again for the description! |
Nice one... I'll be sure to check it out soon.
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Wow danny... it rocks!!! I especially like the new initialize/check mesh option. This and the A|W Games tools totally speed up my mapping. Thanks for taking you time to do this script. Do you plan to develop it even further ?
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Danny ??
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Glad to hear it's working. I'll probably continue to develop it further, but only as time permits. For future plans, are there any particular features that people would like to see?
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That's it. I'm finally curious enough about this uv stuff, so I'm gunna download it. AND YOU CAN'T STOP ME! *downloads*
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:bow: :p
'nuf said... |
:D
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dannyUvTools v2.0 alpha 2 is now ready for testing. New in this update:
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Trying it out now m8......
Will edit after.... {EDIT} ROCK ON M8!!!!! LOVE THE NEW STUFF!!! ..I had a few errors... but they were all my fault. hehe... (PS, works fine so far on 5.0! whoohoo!) hehe.. if all else fails... FTFreadme:) Thanks Danny, and K for the great work on this!!! |
:headbang: :D
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