If you have a frozen texture projection on a mesh, is there a max like Preserve UV option if you need to move edges just a bit and not have the UV stretch??
Wayne Williams
Venerable Geneticist, Human Coercion
Senior Character Artist
wayne.w...@xaviant.com
Xaviant
Cell 770.722.0778
http://www.xaviant.com
Where all will be made clear
No.
Thanks Matt. I remember having asked a while back but haven’t upgraded to 2012 so was unsure if it had the magic sprinkles or not. Ah well.
Let me elaborate.
If the projection is implicit (planar, cylindrical, spherical) You can use the ‘swim’ and ‘stick’ features in the projection menu.
If the projection is explicit (arbitrary UVWs), then you are out of luck.
Matt
This is something that should be part of the tweak tool, worst case.
Matt
Exactly. We need solutions, not workarounds.
There’s a big difference between something that is technically possible vs. something that is practical/feasible within a limited timeframe. The GATOR workaround may technically solve the problem in some cases, but the overhead in setting it up and cleaning up when finished can outweigh the benefit of just dealing with the problem manually. This is a longstanding and growing problem in Softimage overall.
Our props team only gets 2-4 hours to make a prop asset from scratch to completion including review time for approval by the lead/director. It’s very important artists have ready solutions to their needs. A GATOR workaround would eat up too much time for somebody with such a limited schedule to futz around with and figure out. In many cases, what they need to do is not even possible because of limited GATOR workflow. If an artist forgets to cleanup and exports the prop to our game engine, now we’ve got a new problem which consumes more time to track down and deal with. At which point any gains the workaround would’ve provided have now turned into a deficit and added stress. You may think this is extremist, but this is our everyday reality.
Softimage is technically capable of performing many feats, but it needs a lot of streamlining from the user’s point of view to be a viable option in rapid pipelines like ours. It currently relies too much on technically savvy people being present to assist the general user for things that other resolve without requiring such intervention. ICE is another example, while very powerful, it lacks the polish at the simpler levels to make it efficient to implement and support at the user level. Many of the things that need to be done don’t sound technically complicated (or interesting), but they need to be done. In all the years I’ve been using Softimage, this is the #1 complaint I get from users (besides bugs) – hands down.
A lot of the barriers we’re running into now aren’t so much a button being missing, but rather tools having tunnel vision.
Example: Merging polygon objects.
Currently a merge operation creates a new mesh. Works just fine, but the act of creating a new geometry forces the user to redo hierarchies to accommodate the change including renaming of objects and deleting the old ones. Doable, but can be time consuming and lead to human error when pipeline specific details need to be maintained.
2nd problem is merging objects merges the properties based on chronology instead of by name or other more useful attribute. If two meshes each have multiple vertex color properties (say 3 on each mesh called “one”, “two”, “three”), Softimage won’t match the “one” property from mesh A with the “one” property from mesh B. Instead it will find the first created vertex color property from mesh A and merge it with the first created vertex color property from mesh B. Not useful if mesh A’s properties were created in the order: one, two, three, and mesh B’s properties created in the order: three, two, one as the result will be “one/three”, “two/two”, “three/one”. The biggest problem of all is Softimage has no way of sorting the properties to be paired up manually through the UI. A user without scripting skills cannot solve this very basic problem.
Example 2: how construction history is interpreted by modeling operators.
In 3DSMax there is a tool called “mirror plane” (or something like that). Very interactive and helpful in creating trees, bushes, and other assymetrical meshes with localized symmetry. Basically it’s a combination slice and symmetrize tool. A plane (grid) is manipulated by the user to slice a mesh and symmetrize it across the plane. When the user manipulates points on the original mesh, the equivalent points on the symmetrized half are updated as well. If topology is changed on the original mesh (add/remove subcomponets, apply material, edit UV, etc…), the symmetrized half sees the changes and responds accordingly.
The problem with softimage is it cannot replicate this workflow. Using the low hanging fruit technique of writing a script to wrap around the ApplyOp() command to apply slice and symmetrize doesn’t work. It can create a plane and apply slice and symmetrize, but edits that occur later in the construction history are not seen. They’re ordinary movecomponent operations. This limits the user to only manipulating the mirror plane to cut the mesh. I tried building this tool using ICE modeling but ran into the same limitation as the ICEtree cannot be moved above it’s insertion point in the construction history as a dialog pops up stating moving the ICETree will destabilize the system.
As I think about it more, the preserve UV option should be build into the texture operator or implementewd as a general operator so it can be activated/deactivated from anywhere and not limited to the tweak tool.
Swim needs to be more granular than ‘all or nothing’. We need UVs to swim, but not vertex colors. We need normals to swim, but not userdata. Each clusterproperty on the mesh should have it’s own setting.
Matt
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Tuesday, June 21, 2011 4:29 PM
To: soft...@listproc.autodesk.com
Subject: Re: Preserve UV
The gator "workaround" is actually relatively easy and painless to automate and garbage collect for a user and implemented into a couple buttons. I have exactly that for my work at home and took half an evening to put together and prettify.
If ICE, how would you access it from the texture editor?
Let me reword the question:
How will an ICE operator be able to manage the swim if the user’s edits occur higher up in the modeling construction history? This is basically the same problem as cited earlier with the mirror plane tool.
For this I used to use GATOR. Duplicate mesh, use GATOR on the original, and project everything back onto your original mesh. Now you can tweak your mesh, and UVs will be projected from the original model. Poor man’s PreserveUV. I made a little Addon containing my tools. It build into the UV editor’s tool menu.
Cheers
Szabolcs
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Williams, Wayne
Sent: Tuesday, June 21, 2011 9:24 PM
To: soft...@listproc.autodesk.com
Subject: Preserve UV
If you have a frozen texture projection on a mesh, is there a max like Preserve UV option if you need to move edges just a bit and not have the UV stretch??
I can imagine an operator doing the following:
1. Collect the points from the geometry that are connected to the point in question in the UV space
2. Check the distance the point moved in relation to the collected points
3. Reproject distance to the uv space (the distances from the connected points)
Or something like this
Szabolcs
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Wednesday, June 22, 2011 8:13 AM
To: soft...@listproc.autodesk.com
Subject: RE: Preserve UV
For this I used to use GATOR. Duplicate mesh, use GATOR on the original, and project everything back onto your original mesh. Now you can tweak your mesh, and UVs will be projected from the original model. Poor man’s PreserveUV. I made a little Addon containing my tools. It build into the UV editor’s tool menu.
The beauty of 3ds max' Modifier Stack is it's ability to work with any
Modifier anywhere in the Stack anytime, Topo or Deformer or whatever, and
see the end result of the complete Stack simultaneously.
Simply select a Modifier in the stack and the next Modifier you apply gets
placed above it.
There's this Pipe-Icon, called "Show end result on/off toggle".
If you want to speed things up, you can disable evaluation, but if you
need interactive preview, like with a symmetry setup, it's there.
It's possible in Softimage to work beneath Deformers with full stack
evaluation, but not for Topo Ops like Symmetry.
I note max' Modifier Stack and SI's Operator Stack are fairly different,
but from an artist's point of view max wins.
Some Operator stack oddities:
- Activate Modelling Construction Mode, create some Mesh, tweak with Move
Component Tool, so you get a MoveComponent Op (or a folder).
Move the Op up in the stack, and back down. Sometimes I get the evaluation
error. Difficult to tell when.
Sometimes I can drag the Modelling marker beneath the Op (instead of
dragging the Op above the Marker) without the error, sometimes not.
Sometimes I can drag the Op to Animate or Secondary, and back down,
sometimes it gives the error. Putting it first under Shape Modelling and
then down under Modelling helps in this case.
Other Deform Operators like Bend, never seem to show the error.
Really hard to see a pattern in this... but believe me, the error shows up
when you play around long enough.
Seems to make a difference which Construction Mode was active in the first
place, also.
- Above Modelling Construction Mode is Shape Modelling Mode - why can Topo
Ops not reside here, since it's declared as a Modelling Mode?
If this was possible, you could put the Symmetry Op under "Shape Modelling
Mode", switch to "Modelling Construction Mode" and tweak while seeing the
symmetric end result simultaneously.
Actually, the blue Marker should be named "Shape Deform".
- It is possible to disable the stack anywhere in the Topo section, apply
a Topo Op, and enable what's above again.
If this is possible, why does evaluation above have to be turned off at
all??
I'd like to suggest an idea, similar to Raffaele's:
best would be to have a new Marker, maybe black, that can be placed/moved
freely in the stack, indicating where the next Op goes, Topo or not, with
full evaluation!!
When that Marker was somewhere in the e.g. Animation section, a new Deform
Op would be placed there.
A new Topo Op would be placed under Modelling automatically (like it is
now when in Animation mode and a Topo Op is created).
When the Marker is somewhere in the Modelling section, setups like for
Symmetry would be possible!!
This could accompany/complement the Operator placement via choosing the
Construction Mode.
Shift this hypothetical Marker to Animation, and see Animation
Construction Mode getting selected automatically.
Know what I mean?
I suppose the restriction that Topo Ops must reside at the bottom of the
stack is not changeable without ripping the heart and guts out of
Softimage, but at least there should be more flexibility with Topo Ops and
stack evaluation!
And, please fix the issue that Custom Topo Ops (oldschool ones) have
problems selecting new Components created inside the Op!
ICE Modelling is great and powerful, but it shouldn't be used as a
(complicated) workaround for weaknesses in the basic Operator architecture!
Thanks for reading,
Eugen
Cheers
Szabolcs
-----Original Message-----
From: softimag...@listproc.autodesk.com
[mailto:softimag...@listproc.autodesk.com] On Behalf Of Eugen
Sares
Sent: Wednesday, June 22, 2011 12:11 PM
To: soft...@listproc.autodesk.com
Subject: Re: Preserve UV