Frezze ICE-UVs to TextureEditor

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Vincent Ullmann

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Aug 13, 2012, 3:57:04 PM8/13/12
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Hey,

currently i try to do some UVs in ICE.

In Terms of Viweport and Rendering everything seems to be ok, but when i try to open the TextureEditor Softimage always crashes.

Here are the steps i did:
- Get Empty PolygonMesh
- Create TextureProjection
- Freeze
- Create ICE-Tree
   - Create Topology in ICE
   - Create UVs in ICE (See Screenshot)
- [...]

Next, i would be great if i could Freeze my Mesh and do some further work.... but UVs arn't editable
I tried:
- Freeze M
- Freeze
- Merge with PrimitveCube and Transfer UVs (Give me Crash or Zeros UVs)

Did most of it in 2012 SAP.
In 2013 i'am able to Open the TextureEditor but all Values are (0/0) again.



I heard something about Freeze, Undo, Freeze again or so. But no success here. :(
Fabricio's Bake ICE UVs Script didnt help either.

Is there any "State of the Art-Solution" ?
ICE_UVs_Viewport.jpg
ICE_UVs_ICETree.jpg

Matt Lind

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Aug 13, 2012, 4:49:28 PM8/13/12
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Just a wild guess, but it sounds like an order of operations issue.  You’re creating a texture projection on an empty polygon mesh which means it has zero size.  That would explain why the UVs are at (0,0,0) when you open the texture editor as they are initialized before the mesh exists.  Try making the texture projection after creating your topology.

 

 

Matt

Oleg Bliznuk

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Aug 13, 2012, 5:23:35 PM8/13/12
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Try to use the attached script - it bakes all ICE data like materials\usernormals and UVs, but be sure that your UVs ICE attribute called as "self.Texture_projection"
Just select the ICE mesh and execute the script. // JScript
-Oleg
BakeICEData.txt
1.jpg

Vincent Ullmann

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Aug 13, 2012, 5:39:52 PM8/13/12
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@Matt:
Sounds meaningful.
But one of my Tests today shoed me that this seems not to be the case.

i did:
- Get Empty Mesh
- Apply ICETree (Create Topo-Part)
- Freeze
- Planar TextureProjection
- Freeze
- Apply ICETree (Create UV-Part)
- Freeze
- Freeze
- Freeze
- [..]
- Open TextureEditor -> Crash


@Oleg:
Thanks! Your Script worked for me.
I got a little look inside and it seems to be the same thing Fabricio did in his Bake-UV-Script. Got no Idea where is the big diffrence.
Thanks again

Sam Cuttriss

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Aug 13, 2012, 6:30:08 PM8/13/12
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Im with you on this one.
the bake uv scripts ive seen seem to just take temporarily apply an ice tree and copy attributes.
no idea why that should be able to operate live.

_sam

Oleg Bliznuk

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Aug 13, 2012, 6:35:33 PM8/13/12
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I took a look on the Fabricio's script ( it has worked all times when I used it before now btw ) and seems the problem is that he uses duplicating the geometry while I use an empty one and set topo on it by ICEmodeling. Since I need not only UVs but all stuff like normals and materials, I prefer to use a truly raw approach on resulted mesh because there are too many glitches with ICE topo and clusters ( which are actually a holy grail of glitches and same because of it I have rebuilded Implosiafx on pure ICEattributes that can be baked at any time if needed ) and more clean input you have = more clean result you get.
-regards,
Oleg

Matt Lind

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Aug 13, 2012, 6:39:02 PM8/13/12
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Why are you creating a planar projection if you’re creating UVs via an ICE tree in a later step?

 

Matt

Vincent Ullmann

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Aug 13, 2012, 7:01:19 PM8/13/12
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@Matt:
Becouse i need a UV-Cluster to apply my ICE-Actions somewhere.

ICE is not build to create new Objects.
Of course you could build new Topology, UV-Values, Particles, etc , but "never" new Meshes, PointClouds, Nulls, Clusters, UVSets, etc... 
please correct me if im wrong


@Oleg:
Probably thats it.
Copying the Topo with ICE may really only copy the raw Topology.
So it gets quite stable. I even was able to Skip the Last "Freeze"-Comand in your script and hold the UV-Transfer live. So i could modify my ICE-Tree and see the result live* in the TextureEditor
(Not realy live becouse it always need a click on the RefreshButton.)

I saw all your other stuff in the script you send me. For my final version i will shrink it, so that it really fit my needs. Or even write the 3 necessary lines on my own. ^^

Chris Chia

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Aug 13, 2012, 11:38:02 PM8/13/12
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The crash happens when you are projecting a planar texture on an Empty mesh.
I will log that as a defect, as it shouldn't crash XSI.

Chris

From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Vincent Ullmann
Sent: Tuesday, August 14, 2012 5:40 AM
To: soft...@listproc.autodesk.com
Subject: Re: Frezze ICE-UVs to TextureEditor

winmail.dat

Vincent Ullmann

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Aug 14, 2012, 7:22:39 PM8/14/12
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Lets talk about ICE-UVs again. :)

Becouse i was quite happy, but still a tiny bit dissapointed by the fact that Oleg's Script needs a second Mesh, i did some further Testing.
Now i found another aproch, i want to share.

!!! Not sure how stable this is !!!

- Get Empty PolyMesh (or so)

- Apply ICE-Tree and create your Topology (and set)
- Create a ICE-Property containing your UV-Set

- Apply a TextureProjection (do not freeze!)

- Apply another ICE-Tree and Override your TextureProjection with the ICE-Attribute



Becouse of the Order, the operations are done, it seems like a quite simple and good way to do it. Now i got  s single Mesh with live UpDating UVs.
To be secure i put my second ICE-Tree in the Shape-Stack, but a few seconds ago i got it working with both of them in ModelingStack.
Unbenannt-1.jpg

Simon Anderson

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Aug 14, 2012, 9:17:09 PM8/14/12
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looks like something out of Mortal Combat..

- Get Empty Mesh
- Apply ICETree (Create Topo-Part)
- Freeze
- Planar TextureProjection
- Freeze
- Apply ICETree (Create UV-Part)
- Freeze
- Freeze
- Freeze
- [..]
- Open TextureEditor -> Crash

!!Fatality!!
--
-------------------
Simon Ben Anderson
blog: http://vinyldevelopment.wordpress.com/

Sam Cuttriss

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Aug 14, 2012, 9:28:37 PM8/14/12
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Finish Him!
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