General Category > ASL Scripts
UVTools Preview
kreator:
Ok, This does not work unless you have already UV`D your model in some form I tried my Lizard that I had UV`d with Roadkill
If it is not UV`d It looks like this.....
To get an export of the resulting map you need to go to Menu/Object/Export... and use the PPM export in the dropdown.
Saves having to use UVmapper ... though not sure regards unwrapping, I would assume you still need to Unwrap it with an external program. Or could edges be selected so that they acted as the marked items to be exported.
Raxx:
Yes, it still needs to be unwrapped, either through Anim8or's tools or through external tools, or potentially through UVTools. Faces that have no UV data get coordinates of (0,0), meaning all of its UV vertices are in the bottom left corner of the texture.
Update v1.1 is released! I've done a lot for it, to include:
* Create Canvas - Create a canvas for uv editing
* Paint UVs Onto Canvas - Paint a selected shape, faces, or all shapes onto the canvas, allowing you to manipulate the UVs in point-edit mode
* Apply UV Changes To Mesh - Applies the changes you made back onto the mesh(es)
* Export SVG - Updated, UV Clusters are grouped now, added attribute options, better styling, progress bar added to console
* Export PPM - Updated with a progress bar in console
* View Pixelated UV View- Updated with a progress bar in console
You'll find the update and more info in the first post. Due to file name changes, please be sure to delete all of the old scripts before adding the new ones.
CrashDrive:
So I spent my Sunday making a new low poly game character to try out these UV tools.
I find parametric shapes always tend to get in the way. This is partly to blame because of
Anim8or's unfriendly fixed window system. However, the two window setup seemed to work
the best so I could freely rotate my model without disturbing the UV canvas.
Having only one parametric canvas to work with would save confusion.
At the moment, what can be done is of course limited, but was useful in correcting this model
within the program. Making adjustments to the UV coordinates would also be easier if they
were updated in real time on the model.
Not sure how far you can take this using 'asl scripts' but even a basic unwrapper would
be a good addition to the built in UV tool.
I credit Raxx for the hours spent, once again trying to increase Anim8ors capabilities.
Raxx:
CrashDrive, glad to see you put it to practical use :) I like your game character as well!
The way I think it would be best to treat UVTools is as a single job separate from the rest. That is, when it's time to unwrap the mesh, you create the UV canvas, unwrap the mesh with the tools, and then delete the UV canvas, then forget about it until the next unwrapping occasion. The reason that the canvas is a parametric shape is because I wanted to automatically make sure the user doesn't accidentally select and manipulate the points of the canvas square.
I admit, this toolset isn't anywhere near a proper unwrapping alternative yet. Currently it's just a UV viewer and editor. That advanced stuff like LSCM, pins, seams, etc, are best done with data structures and programming tools that aren't yet available via ASL. I might be able to implement some seam-based unwrapping features, but everything else will have to wait until ASL gets some updates.
I've already started on the next project. Yes, it's another script that pushes the limits of ASL, but might be marginally more useful from the start ;)
CrashDrive:
Raxx, I think it would be great if you could find a way of marking seams and unwrapping on
top of what you've done so far. Even if it's just an angle based unwrap only, I think it would really
benefit the new users to 3d modelling as well as a helpful tool for more experienced users.
Like many of us here, Anim8or was the first program to make 3d modelling possible.
Maybe someday your work will help add an 'Unwrap Mode' to the main menu.
Looking forward to seeing what else you're working on and likewise on your Doberman model.
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