[Plugin] UVTools 0.2 Pro (Beta) (Updated for SU6)
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@remus said:
Any tips on opening the .obj in blender 2.5? ive tried just straight file->import but i cant see anything afterwards...
I haven't used version 2.5 yet. With my older version, I had to go the menu item 'File->Import->Wavefront OBJ' and then browse for the file.
Depending on the scale and location of the object, it might not be immediately visible in the Blender 3D view. Is there a command in Blender to 'Fit the view to the scene'?
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Seems a new true gem
@Remus: you have Blender 2.5? -
Blender Shortcuts
Seems it's Home -
testing it now.. but it looks like as a sideline, you've created a good OBJ exporter.....
ok. you've created as a sideline, a almost perfect OBJ exporter for Sketchup. (just the naming / save location)
hot damn. UVmapping and OBJ exporting.... you should see the grin on my face!
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Pilou, you can get the latest builds (pre beta at the moment) from here: http://www.graphicall.org/builds/
Whaat, i'll give 2.49 a try this evening and let you know how it goes.
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ok been playing with this today and I consider it a must have already...
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khai - you have to sell it man!
let's see some pictures of what you've come up with -
lol sorry
the bugbears I've had is UVmapping and OBJ export..and this solves both in one shot.. I'm kinda excited lol
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@unknownuser said:
khai - you have to sell it man!
let's see some pictures of what you've come up withYeah...let's see some pictures of what you guys can do with this!
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Thanks, Dale. Will try this with Modo.
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Dale, tested with 3ds Max and it worked flawlessly on this teardrop shape using the Unwrap UVW modifier. Thanks for the plugin. It will fix a lot of headaches!!
One of the issues is that once a UV is imported, it does not "stick" to the geometry it was assigned to. For example if I did not like this brick and wanted to replace it with another material, the UV's become scrambled again. Also when I try to undo after importing the UV's, I get a SU crash.
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@earthmover said:
Dale, tested with 3ds Max and it worked flawlessly on this teardrop shape using the Unwrap UVW modifier. Thanks for the plugin. It will fix a lot of headaches!!
Great! Another app to add to the list! Thanks for testing
@unknownuser said:
One of the issues is that once a UV is imported, it does not "stick" to the geometry it was assigned to. For example if I did not like this brick and wanted to replace it with another material, the UV's become scrambled again. Also when I try to undo after importing the UV's, I get a SU crash.
Yeah, I hate that SketchUp does not keep UVs when switching materials. I'll look into that crash, too. Thanks! -
@whaat said:
@earthmover said:
Dale, tested with 3ds Max and it worked flawlessly on this teardrop shape using the Unwrap UVW modifier. Thanks for the plugin. It will fix a lot of headaches!!
Great! Another app to add to the list! Thanks for testing
@unknownuser said:
One of the issues is that once a UV is imported, it does not "stick" to the geometry it was assigned to. For example if I did not like this brick and wanted to replace it with another material, the UV's become scrambled again. Also when I try to undo after importing the UV's, I get a SU crash.
Yeah, I hate that SketchUp does not keep UVs when switching materials. I'll look into that crash, too. Thanks!Can you write the UV data in an attribute? And using it from there... It would increase the size of the file, I think... for each face to write separate UV. But it can be a way.
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@newone said:
Can you write the UV data in an attribute? And using it from there... It would increase the size of the file, I think... for each face to write separate UV. But it can be a way.
Yes, you can. I use that method in SkIndigo but I have not yet added the feature to UVTools.
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@whaat said:
@newone said:
Can you write the UV data in an attribute? And using it from there... It would increase the size of the file, I think... for each face to write separate UV. But it can be a way.
Yes, you can. I use that method in SkIndigo but I have not yet added the feature to UVTools.
When using Oscar's UV mapping and tried to render with Maxwellrender I noticed that it exported a bitmap for each face and made a copy of used material for each exported bitmap. So, I had situations when I had 1000 materials just for one object
This is strange... I was eexpecting that the bitmap to be folded around object. -
@whaat said:
I have NOT yet tested this plugin on a Mac but I suspect that it will work fine.
nah, it doesn't even appear in the context menu.. (well, the spherical & cylindrical still do but that's it)
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haha.. hold on a minute.. i guess i'm in the wrong place because it is in the plugins menu..[cut me some slack though..it's friday night and i'm messing around with wine & UV mapping)
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should one drink and draw?
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ha.. sure - just don't look at the drawings in the morning and everything will be okay.
the plugin works on mac just fine (tested using argile)
i don't think that's the right app for me but that's beside the point.. -
Thankyou Whaat for this fantastic plugin. I tried it with UVLayout. It failed to work with Sketchup 6 and had me feeling gutted that I had spent a few hours learning uvlayout for no reason. Then tried it with Sketchup 7 and it worked thankfully!
@earthmover said:
One of the issues is that once a UV is imported, it does not "stick" to the geometry it was assigned to. For example if I did not like this brick and wanted to replace it with another material, the UV's become scrambled again. Also when I try to undo after importing the UV's, I get a SU crash.
Yes, the uv's will become scrambled momentarily when you change to a completely different material, but go back to the uvtools in the plugins menu and re-import your external uv settings onto the newly scrambled material and it will revert back to the pervious mapping settings you had but with the new material.
So here is a quick example of the plugin in action:
In su7 before:
With the plugin applied using uvlayout:
I have run into perhaps a bug though.. while I set up the uv mapping correctly in uvlayout - I got an error message when importing into sketchup. It told me import successful but 1 face failed.. This is the result:
Before:
After (notice the scrambling along the center)
I have one more question which isn't related to the plugin but something I have experienced myself (with my basic uvmapping skills) and is something I also noticed in Whaat's videos. When I split open my mesh to flatten it, when it reassembles the joining seam never lines up correctly... any simple suggestions to combat this?? i'm thinking there must be some sort of weld function i'm missing inside the uvprogram. Here's an illustration anyway:
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@princedragoncok said:
Thankyou Whaat for this fantastic plugin. I tried it with UVLayout. It failed to work with Sketchup 6 and had me feeling gutted that I had spent a few hours learning uvlayout for no reason. Then tried it with Sketchup 7 and it worked thankfully!
Are you sure it only works in SU7? If so, that's very strange.
@unknownuser said:
I have run into perhaps a bug though.. while I set up the uv mapping correctly in uvlayout - I got an error message when importing into sketchup. It told me import successful but 1 face failed.. This is the result:
It looks like from your image that more than one face failed. This 'bug' seems to be caused from SketchUp not 'liking' the UVs that are generated from the external application. I'm not sure how fixable it is...
@unknownuser said:
I have one more question which isn't related to the plugin but something I have experienced myself (with my basic uvmapping skills) and is something I also noticed in Whaat's videos. When I split open my mesh to flatten it, when it reassembles the joining seam never lines up correctly... any simple suggestions to combat this?? i'm thinking there must be some sort of weld function i'm missing inside the uvprogram. Here's an illustration anyway:
Seams are (by definition) discontinuities in the UV coordinates. I think the only way to avoid seams is to use spherical and cylindrical mapping. I don't have a ton of experience with UV software. There might be a weld-type function somewhere that will align the UVs along both edges of a seam.
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