mStraightUV

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myara
Posts: 403
Joined: 28 Sep 2011, 10:33

mStraightUV

Post by myara » 22 Oct 2016, 13:04

A simple script to straight your UVs.

I wanted to do it more automatically but I had problems with overlapped UVs (mirrored) and objects with triangles, so I did it a little more manual but still easier and faster than do it with Softimage default tools.

Execute the script
Use the Pick Cursor to select the UVs you want to straight up
The Tool will detect if you want to straight it to U or V axis, and do it without need to press any button, just keep selecting.
The Pick Cursor will remain until you Right Click.

You can use Shift to add UVs to your selection.



DOWNLOAD
https://skymill.co.jp:5555/sharing/YDTL2D1mv
INSTALL
It is a script.
Drag & Drop it to your ToolBar or MainShelf, or execute it from your Script Editor.
Last edited by myara on 24 Oct 2016, 10:36, edited 1 time in total.
M.Yara
Character Modeler | Softimage Generalist (sort of)

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mc_axe
Posts: 415
Joined: 12 Mar 2013, 18:44

Re: mStraightUV

Post by mc_axe » 22 Oct 2016, 15:21

^:)^

Myara you r best \m/

Im happy that you trying things on UV editor!

Can you add that automation you talking about in a separate script that works Automatically for some categories alone?
Maybe only for quads! yea quads worth it i believe!

I envisioned for a long time an addon or something : that you just select a uv island and if the island is made out of quads and also a potential grid :-B
then addon quadrifies, the outline, and straights up horizontal and vertical lines.
that would save tones of time.. :!!

If you do this you r god

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myara
Posts: 403
Joined: 28 Sep 2011, 10:33

Re: mStraightUV

Post by myara » 24 Oct 2016, 10:57

We are using Softimage in one of our projects and we need straight lines in our UV islands. It is an anime styled PS4 game so we use a lot of straight UVs to keep the pixels sharp and keep the diagonal brushed lines in our textures as few as possible.

I was reusing RingPull's XB_UVnetalign but I had some problems ( If you want to try it : https://www.skymill.co.jp:5555/sharing/6TN8rWikg ) so I decided to write one by myself, a fully automatized tool but I hit some walls with overlapping UVs and non quads, and since we use a lot of triangles and overlapping UVs in games, I decided to do a more manual tool.

This XB_UVnetalign requires you to select some UVs, run the script, and then select the first sample in the left corner of your island.
It is an incomplete tool but it works, sometimes.

I'll try to write something when I get some free time, but I'm still writing a few more tools for this project so it won't be anytime soon.
M.Yara
Character Modeler | Softimage Generalist (sort of)

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gaboraa
Posts: 314
Joined: 16 Apr 2010, 23:14

Re: mStraightUV

Post by gaboraa » 24 Oct 2016, 11:19

Thanks, you tools are the best!

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wireframex
Posts: 399
Joined: 08 Jun 2009, 23:02
Location: France

Re: mStraightUV

Post by wireframex » 24 Oct 2016, 22:07

Thanks a lot :-bd
"without mastery, power is nothing" - Softimage Addict User
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory

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myara
Posts: 403
Joined: 28 Sep 2011, 10:33

Re: mStraightUV

Post by myara » 27 Oct 2016, 08:07

I had a request to change the Undo.
Instead of undo everything, undo step by step.

Version updated. Same Link.
M.Yara
Character Modeler | Softimage Generalist (sort of)

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Rork
Posts: 1359
Joined: 09 Jul 2009, 08:59
Location: Close to The Hague, Netherlands
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Re: mStraightUV

Post by Rork » 27 Oct 2016, 10:06

Nice one!

Downloaded, installed and fiddling with it :)
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!

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