[Plugin] UVTools 0.2 Pro (Beta) (Updated for SU6)
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Ok, but when I tested on SU7, I always had Repport bugs, so I uninstall all my plugins already installed on SU7 and it worked.
Thank you. -
As soon as I select cylindrical or spherical map, it crashes... I'm using SU7 and I made sure I had only one texture selected, the geometry isn't very complex either.
Anyone knows whats the problem or how to fix it? -
A nice uv exporter importer should be OK. Meanwhile this plugin is not working, SU has a terrible problem with topology anyway. I'll keep saying this. The second worst topology around. My suggestion is to triangulate topology before exporting. Blender 2.49b or 2.5.2 can't import it (python error). Zbrush imported it after triangulation but with errors. 3Dcoat gave errors too. The obj exporter of SU 6 pro works better. In fact is the only exporter you can trust. For importing 3ds is fine, if you know the 3ds tricks. But its too much to pay for SU pro just for a decent exporter. Forget collada, you don't want to use this.
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@kayn_wind said:
As soon as I select cylindrical or spherical map, it crashes... I'm using SU7 and I made sure I had only one texture selected, the geometry isn't very complex either.
Anyone knows whats the problem or how to fix it?use the paint bucket tool to roughly apply the texture to your object.....it will not look correct (dont worry). now select the object (just click its surface) and go to edit>surface>uv tools>then choose cylindrical or spherical map.
should be straight forward. you can change the scale of the texture in the sketchup materials window.
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@khai said:
@xefhs said:
Whaat, Can you update your plugin for Sketchup 7, please?
it works on 7
I have SU7 and have been fightning to get this plugin to work. Is there any chance someone could write out a really quick tutorial for mapping something simple, like a box. I've tried this myself, but am getting nowhere. I create a box in SU7, Export it to .OBJ using the plugin, import the object into UVMapper Pro, load in my texture, layout my UVMap and save back to the same .OBJ file. I then Import the exported .OBJ file and nothing happens. No texture, no changes. If anyone could help I'd really appreciate it.
Charles
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No need to respond to my above quote. I think I just needed to post something so I could figure it out. I got things working just fine using LithUnWrap.
Charles
@superdmon said:
@khai said:
@xefhs said:
Whaat, Can you update your plugin for Sketchup 7, please?
it works on 7
I have SU7 and have been fightning to get this plugin to work. Is there any chance someone could write out a really quick tutorial for mapping something simple, like a box. I've tried this myself, but am getting nowhere. I create a box in SU7, Export it to .OBJ using the plugin, import the object into UVMapper Pro, load in my texture, layout my UVMap and save back to the same .OBJ file. I then Import the exported .OBJ file and nothing happens. No texture, no changes. If anyone could help I'd really appreciate it.
Charles
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Hi!
I've followed and re-followed the export process using SU7 and Blender 2.49b, but UV import just won't work in Blender...
Here's the error prompt I get...Thanks for helping if you can!
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Hi everybody,
Love this plugin. But I ran into a problem. I was working on a bowl wit some apples. I finally got the texturing to work and I wrapped around an apple texture with the cylindrical option. In SU it lloks great. I tried to render It with Indigo. But in the render the texture mapping is screwed up. Is there a way to render in Indigo or other render app that will keep the UV settings?
Greetz Twan
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Loosing some UV data when exporting is a pain - rotated textures' UVs are OK but skewed ones = a problem.
The built-in OBJ exporter in Pro gets round it by making any skewed texture materials into 'unique materials' first and exporting them [then reverting the originals as they were!] - unfortunately this 'method' is not available in the basic Ruby API.
I have recently written a customized OBJ exporter and it has this limitation - so the user has to go round and use 'make unique material' on any 'skewed' textures first - I have tried the flattenUVQ and resampling the vts etc but they are produce weird effects...
I would love to hear of a workable built-in API solution too... -
Hi Twan,
I also experienced this with Twilight (until they fixed it there) and until the fix, the solution was to triangulate the mesh before applying the spherical mapping (there is a triangulate faces plugin somewhere around).
Now I do not use Indigo and of course am not sure about this workaround but you can at least give it a try.
Also Whaat (author of UV Tools) wrote skindigo, the exporter for Indigo so he may have some better solution...
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@coremaster110 said:
Well ok the problem is that .obj exporter in sketchup but i got it fixed by exporting my model first into .3ds and then open in another program to export it into .obj file.
but now i have new problem when i import my model back in sketchup useing this plugin it tells me that 174 faces failed and nothing is imported.have same problem here, before it doesn't like this.. is it possibility a crash with other plugins?
here some screen shot:-
i repair it with lithunwrap (see that texture is already good at the preview box):
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when i do import, i have this message and the texture is not change at all, can't figure it out whats wrong?
please somebody help to solved this issued, thanks
regards,
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@whaat said:
@analdin said:
Hi!
I've got a problem with UV Tools:
I want to create a palm (~400 tris), i export it, uvmap it, re-import it and it works. Now, i only make one leaf model, uvmap it and then i go lik copy/paste. BUT: Sketchup or UV Tools are messing up some of the faces (not visible inside sketchup, but once i look at it in LithUnwrap or Unreal Development Kit, its messed up.)
Does anyone know how to fix that?BTW: I'm using the newest version of Sketchup 7.
That's a strange issue. I really don't know what the problem would be. I need to spend some time testing UV mapped models that are copy/pasted. Can anyone else confirm this issue?
Hi,
I'm new to posting so please forgive me if this isn't clear.
I think I have a similar issue with UVTool for sketchup.
I export the model using the UVTool .obj exporter, but once I open it in Lithunwrap the model faces are scattered across the screen (like someone smashed it).I also tried it out with UVMapper with the same result.
This means mapping the texture is virtually impossible.
What am I doing wrong?
Thanks for any help I can get. -
with lithunwrap, you can select all the UV, and then select tool -> UV Mapping -> either you can choose cylindrical, planar, spherical, etc, depends on your situation
regards,
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@vidy said:
with lithunwrap, you can select all the UV, and then select tool -> UV Mapping -> either you can choose cylindrical, planar, spherical, etc, depends on your situation
regards,
Hi Vidy,
Thanks for your reply. I did try as you suggested but I really think I need to map the texture to the uv map by hand - editing specific features to specific points (excuse my terminology I'm new to this). The problem with editing is that the model faces have exploded as seen in my previous post image and so laying textures over such a map is not possible, I think. Perhaps it is but I don't know how.
If you have any advice to help a noob like me I would be really grateful.Many thanks.
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@ qwertydesign: well, unfortunately im not that good on laying out uv mapping, it is true that lithunwrap and probably the other uv mapping software have ability to stitch out all the uv one by one, but that process is kind of hard and time consuming to do.. im still learning and searching too for the easiest way to do it properly and efficiently.. right now what often im doing is, i split the face on sketchup and manually positioning the texture (in my case is architectural thingy), i know it will be much harder on organic model.. but mybe u can try that way.
regards,
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@vidy said:
@ qwertydesign: well, unfortunately im not that good on laying out uv mapping, it is true that lithunwrap and probably the other uv mapping software have ability to stitch out all the uv one by one, but that process is kind of hard and time consuming to do.. im still learning and searching too for the easiest way to do it properly and efficiently.. right now what often im doing is, i split the face on sketchup and manually positioning the texture (in my case is architectural thingy), i know it will be much harder on organic model.. but mybe u can try that way.
regards,
Thank you for your time on this Vidy. I tend to use more curved shapes myself, see qwertydesign.deviatart.com
I will try your techique as dividing it down may simplify the process.
Many thanks. -
Oh my, I just stumbled across this wonderful tool. We have a "V-Ray Sphere" in our product... and mapping it is an impossible task normally. With this plugin though... it's just beautiful. Thank you for brightening my day.
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SU 8 pro crashed when using this plugin...
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Has anyone been able to use UVTools on SU 8?
Mine crashes... : (
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My guess is that Whaat is not seeing any advantage to porting this to SU8.
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