Re: image plane?

2013-05-11 Thread Paul Griswold
Well, IMHO there are times when Softimage is too robust for it's own good.
 In this case, being able to quickly set up a huge number of image planes
without having to create a material, UVs, or even a grid, is great.

I'm a far cry from a TD, so I look at a huge pile of randomly sized images
from my client that I have to use in a motion graphics piece and the only
solution I have in my mind is to create a grid, apply a material/sprite
node, attach an image, create UVs, and then repeat the process over and
over until I have them all built.

With ImagePlane3D in Fusion you feed it an image, it generates a grid,
creates UVs and assigns a surface automatically.  If you switch the image,
it changes the grid to match the aspect ratio of the new image.

It's not that I'm enthusiastic about it, I'm just lazy and wanted a faster
way to get things set up. ;-)

But it did get me thinking about Particle Illusion and how it does things 
how cool it would be if ICE could do something similar.  PI is a particle
system that fakes a lot of stuff by using images or image sequences.
 Imagine if you could load an image / image sequence directly into ICE and
change the Emit Shape to Image and instead of a point, sphere, etc., you
emitted images.

-Paul



On Sat, May 11, 2013 at 2:17 PM, olivier jeannel olivier.jean...@noos.frwrote:

  I'm not working this week end (no Softimage), but I don't really get
 what is this image plane you're so enthousiast about.
 Feel free to throw a screen grab (if you've got time).

 Take care,

 Olivier

 Le 11/05/2013 19:46, Paul Griswold a écrit :

  Wow that's awesome!

  Yeah, in Fusion the ImagePlane3D is used to set up matte shots.  You can
 feed it an image and it'll just give you a grid that's exactly the correct
 size/aspect to match the image  it also uses the alpha properly.  It's
 great for quickly setting up an environment - you just load up trees,
 bushes, a treeline, etc.

  I was thinking about it, and what would be really cool is if there was a
 way for ICE to read a bunch of images, create an array and then apply them
 to the ICE rectangle particle shapes individually.  Basically the way you'd
 normally pick a group of objects for your instance shapes, but just with
 images.

  Thanks!

  Paul




 On Sat, May 11, 2013 at 5:34 AM, Martin furik...@gmail.com wrote:

  My mistake, it was xres and yres.

  And now that I have opened SI, I wrote something.

  If I haven't misunderstand what you need, you could do something like
 this:

  //---
  //JScript

  // Load Texture
 var ImgFilePath = Pictures\\TEST.tga;
  var newImg = SICreateImageClip(ImgFilePath)(0);
 xres = newImg.Source.xres.value;
 yres = newImg.Source.yres.value;

  // Create Grid
 var r = ActiveSceneRoot;
 var imgName = ImgFilePath.substring(ImgFilePath.lastIndexOf(\\)+1,
 ImgFilePath.lastIndexOf(.));
 var grid = r.AddGeometry(grid, MeshSurface, imgName);
 grid.vlength = (yres / xres) * grid.ulength.value;

  // Apply Material
 ApplyShader($XSI_DSPRESETS\\Shaders\\Material\\Lambert.Preset, grid,
 null, , siLetLocalMaterialsOverlap);
 var Shader = grid.Material.shaders(Lambert);
 SIConnectShaderToCnxPoint(newImg, Shader.diffuse, false);
 var TP = CreateProjection(grid, siTxtPlanarXZ, siTxtDefaultPlanarXZ,
 null, Texture_Projection, null, null, null)(1);
 SetInstanceDataValue(null, Shader+.Image.tspace_id, TP);
 grid.Material.name = imgName + _Mat;
  //---

  It will create a grid, keep the grid U value and change its Y value to
 match the texture aspect ratio.

  Make a loop with FSO and your folder with your textures and do your 100
 grids in seconds.

  regards,

  M.Yara


 On Sat, May 11, 2013 at 12:03 PM, Martin furik...@gmail.com wrote:

  I haven't used Fusion so I don't know exactly what is ImagePlane3D but
 if you want to create a grid, put a texture and match the aspect ratio to
 texture, I don't think there is something like that out of the box but that
 should be easily scriptable by reading the imageclip's source resx and
 resy. (I'm not in front of a PC but I think it was something like that
 imageclip.source.resx)

  cheers

 Martin

 On 2013/05/11, at 3:31, Paul Griswold 
 pgrisw...@fusiondigitalproductions.com wrote:

   Softimage doesn't happen to have anything like Fusion's ImagePlane3D,
 does it?

  It's nothing more than a simple grid with an image mapped to it.  But
 the nice thing is, there's no need to create UVs or a material and the grid
 is automatically sized to match the aspect ratio of the image you're
 feeding it.

  I have a project where I need to create probably 100+ of these simple
 image planes, so it'd be fantastic of Soft had something like that.

  -Paul







Re: image plane?

2013-05-11 Thread olivier jeannel

Paul, thank's for the long answer :)
I understand better, I believe the various pictures sizes is the only 
thing that might not be treated directly out of the box.

I get your point now, thank you ;)

Olivier


Le 11/05/2013 20:37, Paul Griswold a écrit :
Well, IMHO there are times when Softimage is too robust for it's own 
good.  In this case, being able to quickly set up a huge number of 
image planes without having to create a material, UVs, or even a grid, 
is great.


I'm a far cry from a TD, so I look at a huge pile of randomly sized 
images from my client that I have to use in a motion graphics piece 
and the only solution I have in my mind is to create a grid, apply a 
material/sprite node, attach an image, create UVs, and then repeat the 
process over and over until I have them all built.


With ImagePlane3D in Fusion you feed it an image, it generates a grid, 
creates UVs and assigns a surface automatically.  If you switch the 
image, it changes the grid to match the aspect ratio of the new image.


It's not that I'm enthusiastic about it, I'm just lazy and wanted a 
faster way to get things set up. ;-)


But it did get me thinking about Particle Illusion and how it does 
things  how cool it would be if ICE could do something similar.  PI 
is a particle system that fakes a lot of stuff by using images or 
image sequences.  Imagine if you could load an image / image sequence 
directly into ICE and change the Emit Shape to Image and instead of 
a point, sphere, etc., you emitted images.


-Paul



On Sat, May 11, 2013 at 2:17 PM, olivier jeannel 
olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr wrote:


I'm not working this week end (no Softimage), but I don't really
get what is this image plane you're so enthousiast about.
Feel free to throw a screen grab (if you've got time).

Take care,

Olivier

Le 11/05/2013 19:46, Paul Griswold a écrit :

Wow that's awesome!

Yeah, in Fusion the ImagePlane3D is used to set up matte shots.
 You can feed it an image and it'll just give you a grid that's
exactly the correct size/aspect to match the image  it also uses
the alpha properly.  It's great for quickly setting up an
environment - you just load up trees, bushes, a treeline, etc.

I was thinking about it, and what would be really cool is if
there was a way for ICE to read a bunch of images, create an
array and then apply them to the ICE rectangle particle shapes
individually.  Basically the way you'd normally pick a group of
objects for your instance shapes, but just with images.

Thanks!

Paul




On Sat, May 11, 2013 at 5:34 AM, Martin furik...@gmail.com
mailto:furik...@gmail.com wrote:

My mistake, it was xres and yres.

And now that I have opened SI, I wrote something.

If I haven't misunderstand what you need, you could do
something like this:

//---
//JScript

// Load Texture
var ImgFilePath = Pictures\\TEST.tga;
var newImg = SICreateImageClip(ImgFilePath)(0);
xres = newImg.Source.xres.value;
yres = newImg.Source.yres.value;

// Create Grid
var r = ActiveSceneRoot;
var imgName =
ImgFilePath.substring(ImgFilePath.lastIndexOf(\\)+1,
ImgFilePath.lastIndexOf(.));
var grid = r.AddGeometry(grid, MeshSurface, imgName);
grid.vlength = (yres / xres) * grid.ulength.value;

// Apply Material
ApplyShader($XSI_DSPRESETS\\Shaders\\Material\\Lambert.Preset,
grid, null, , siLetLocalMaterialsOverlap);
var Shader = grid.Material.shaders(Lambert);
SIConnectShaderToCnxPoint(newImg, Shader.diffuse, false);
var TP = CreateProjection(grid, siTxtPlanarXZ,
siTxtDefaultPlanarXZ, null, Texture_Projection, null, null,
null)(1);
SetInstanceDataValue(null, Shader+.Image.tspace_id, TP);
grid.Material.name http://grid.Material.name = imgName +
_Mat;
//---

It will create a grid, keep the grid U value and change its Y
value to match the texture aspect ratio.

Make a loop with FSO and your folder with your textures and
do your 100 grids in seconds.

regards,

M.Yara


On Sat, May 11, 2013 at 12:03 PM, Martin furik...@gmail.com
mailto:furik...@gmail.com wrote:

I haven't used Fusion so I don't know exactly what is
ImagePlane3D but if you want to create a grid, put a
texture and match the aspect ratio to texture, I don't
think there is something like that out of the box but
that should be easily scriptable by reading the
imageclip's source resx and resy. (I'm not in front of a
PC but I think it was something like that
imageclip.source.resx)

cheers

Martin

On 2013/05/11, at 3:31, 

RE: GridData widgets crashing in PPG

2013-05-11 Thread Matt Lind
I do, but you're assuming I'm at home, which I'm not.


Matt




From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia 
[chris.c...@autodesk.com]
Sent: Friday, May 10, 2013 7:11 PM
To: softimage@listproc.autodesk.com
Subject: Re: GridData widgets crashing in PPG

But I thought u have your home machine too? It's time to try the SP1 RC1...

Regards,
Chris

Sent from my iPhone

On 11 May, 2013, at 9:42 AM, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:

Here at Carbine I do not have the permissions to install a license.  I have to 
submit the license to my IT staff to install on a server.  They are currently 
busy with other stuff.  Therefore I must wait.


Matt




From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: Friday, May 10, 2013 6:37 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: GridData widgets crashing in PPG

you should be able to use the existing beta install and just update the license 
it uses. the license chris is talking about is available on the beta site.

i was able to go to helpproduct license informationupdate and enter the new 
serial number. maybe this is doable from outside of softimage too?

s

On Fri, May 10, 2013 at 6:29 PM, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
Having new licenses doesn't make installation any faster   ;-)

Matt



-Original Message-
From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Chris Chia
Sent: Friday, May 10, 2013 5:53 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: GridData widgets crashing in PPG
There is a new set of beta standalone license. You can give it a try.

Regards,
Chris




RE: Test for Inverted UV's

2013-05-11 Thread Matt Lind
define inverted uv


From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] On Behalf Of Enrique Caballero 
[enriquecaball...@gmail.com]
Sent: Saturday, May 11, 2013 6:58 AM
To: softimage@listproc.autodesk.com
Subject: Test for Inverted UV's

Hey guys,
I'm passing forward a question from one of our new artists here that stumped me.

Is there a quick way to check for inverted UV's in softimage.  3dsmax 
apparently has one built in.


Basically sometimes the uv's get stitched together inverted and they are having 
a hard time detecting these.

Thanks,

-Enrique


Re: Test for Inverted UV's

2013-05-11 Thread Raffaele Fragapane
Was about to ask for the same. For those of us who don't know max inverted
UVs and a stitching where it wouldn't be blatantly obvious don't make a lot
of sense in the same sentence :)


On Sun, May 12, 2013 at 10:54 AM, Matt Lind ml...@carbinestudios.comwrote:

  define inverted uv

  --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] On Behalf Of Enrique Caballero [
 enriquecaball...@gmail.com]
 *Sent:* Saturday, May 11, 2013 6:58 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Test for Inverted UV's

   Hey guys,
 I'm passing forward a question from one of our new artists here that
 stumped me.

  Is there a quick way to check for inverted UV's in softimage.  3dsmax
 apparently has one built in.


  Basically sometimes the uv's get stitched together inverted and they are
 having a hard time detecting these.

  Thanks,

  -Enrique




-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


Re: Test for Inverted UV's

2013-05-11 Thread Enrique Caballero
sorry guys, wrote that quickly

k so apparently these artists have somehow managed to create UVS where some
of the polygons in that UV island/shell/hull are facing in the opposite
direction.  So that on those polygons the bump and displacement maps are
inverted.

I'm not sure how they actually did this, they probably cut up the uv's and
then tried to put them back together, but somehow messed it up, and now
some of the UV's are flipped.

They are new starters from a company that used 3dsmax so they are still
getting used to the xsi workflow. They have asked us if there's a quick way
to tell if a UV is facing in the wrong direction. Apparently in 3dsmax the
uv's  would be a different color in the uv editor.

anyway i dont think that there is, as I've never ran into this issue
before, when I UV i just a combination of projections and uv unwrap. and
everything comes out okay


On Sun, May 12, 2013 at 8:57 AM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 Was about to ask for the same. For those of us who don't know max inverted
 UVs and a stitching where it wouldn't be blatantly obvious don't make a lot
 of sense in the same sentence :)


 On Sun, May 12, 2013 at 10:54 AM, Matt Lind ml...@carbinestudios.comwrote:

  define inverted uv

  --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] On Behalf Of Enrique Caballero [
 enriquecaball...@gmail.com]
 *Sent:* Saturday, May 11, 2013 6:58 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Test for Inverted UV's

   Hey guys,
 I'm passing forward a question from one of our new artists here that
 stumped me.

  Is there a quick way to check for inverted UV's in softimage.  3dsmax
 apparently has one built in.


  Basically sometimes the uv's get stitched together inverted and they
 are having a hard time detecting these.

  Thanks,

  -Enrique




 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!



Re: image plane?

2013-05-11 Thread Martin
I had an old script looping a folder's files so I added it to the previous
script I had sent.
Maybe it helps:

https://www.4shared.com/download/J4lYVJkg/mCreatePicGrid.js

What it does:
Open a ppg where you input your folder with pics.
Create an imageclip from every file in that folder
Creates a grid with the image clip name, applies a Lambert Material and
connects the imageclip to the material.
Resize the grid V size to match the image clip aspect ratio. It doesn't use
scale, but the primitive settings.
This for all the files in that folder.

What it doesn't do:
Basically doesn't check anything.
Doesn't check if he file is a valid picture or not.
Doesn't check if you already had those pictures or grids in your scene.
Doesn't freeze the TProjection.

Hope it helps.

And if you want to resize the object to match it's current image aspect
ratio you could do something like this:

//
//JScript
var sel = SIFilter(selection, siPolyMeshFilter)
for ( var i=0; i  sel.count; i++ ) {
var obj = sel(i)
var Mat = obj.Material
var Img = Mat.CurrentImageClip
var xres = Img.source.xres.value
var yres = Img.source.yres.value
obj.sclz = (yres / xres) * obj.sclx.value
}
//

It resizes Z Scale to match it's current image clip aspect ratio in all
selected polygon meshes.

M.Yara



On Sun, May 12, 2013 at 4:26 AM, olivier jeannel olivier.jean...@noos.frwrote:

  Paul, thank's for the long answer :)
 I understand better, I believe the various pictures sizes is the only
 thing that might not be treated directly out of the box.
 I get your point now, thank you ;)

 Olivier


 Le 11/05/2013 20:37, Paul Griswold a écrit :

  Well, IMHO there are times when Softimage is too robust for it's own
 good.  In this case, being able to quickly set up a huge number of image
 planes without having to create a material, UVs, or even a grid, is great.

  I'm a far cry from a TD, so I look at a huge pile of randomly sized
 images from my client that I have to use in a motion graphics piece and the
 only solution I have in my mind is to create a grid, apply a
 material/sprite node, attach an image, create UVs, and then repeat the
 process over and over until I have them all built.

  With ImagePlane3D in Fusion you feed it an image, it generates a grid,
 creates UVs and assigns a surface automatically.  If you switch the image,
 it changes the grid to match the aspect ratio of the new image.

  It's not that I'm enthusiastic about it, I'm just lazy and wanted a
 faster way to get things set up. ;-)

  But it did get me thinking about Particle Illusion and how it does
 things  how cool it would be if ICE could do something similar.  PI is a
 particle system that fakes a lot of stuff by using images or image
 sequences.  Imagine if you could load an image / image sequence directly
 into ICE and change the Emit Shape to Image and instead of a point,
 sphere, etc., you emitted images.

  -Paul



 On Sat, May 11, 2013 at 2:17 PM, olivier jeannel 
 olivier.jean...@noos.frwrote:

  I'm not working this week end (no Softimage), but I don't really get
 what is this image plane you're so enthousiast about.
 Feel free to throw a screen grab (if you've got time).

 Take care,

 Olivier

 Le 11/05/2013 19:46, Paul Griswold a écrit :

  Wow that's awesome!

  Yeah, in Fusion the ImagePlane3D is used to set up matte shots.  You
 can feed it an image and it'll just give you a grid that's exactly the
 correct size/aspect to match the image  it also uses the alpha properly.
  It's great for quickly setting up an environment - you just load up trees,
 bushes, a treeline, etc.

  I was thinking about it, and what would be really cool is if there was
 a way for ICE to read a bunch of images, create an array and then apply
 them to the ICE rectangle particle shapes individually.  Basically the way
 you'd normally pick a group of objects for your instance shapes, but just
 with images.

  Thanks!

  Paul




 On Sat, May 11, 2013 at 5:34 AM, Martin furik...@gmail.com wrote:

  My mistake, it was xres and yres.

  And now that I have opened SI, I wrote something.

  If I haven't misunderstand what you need, you could do something like
 this:

  //---
  //JScript

  // Load Texture
 var ImgFilePath = Pictures\\TEST.tga;
  var newImg = SICreateImageClip(ImgFilePath)(0);
 xres = newImg.Source.xres.value;
 yres = newImg.Source.yres.value;

  // Create Grid
 var r = ActiveSceneRoot;
 var imgName = ImgFilePath.substring(ImgFilePath.lastIndexOf(\\)+1,
 ImgFilePath.lastIndexOf(.));
 var grid = r.AddGeometry(grid, MeshSurface, imgName);
 grid.vlength = (yres / xres) * grid.ulength.value;

  // Apply Material
 ApplyShader($XSI_DSPRESETS\\Shaders\\Material\\Lambert.Preset, grid,
 null, , siLetLocalMaterialsOverlap);
 var Shader = grid.Material.shaders(Lambert);
 SIConnectShaderToCnxPoint(newImg, Shader.diffuse, false);
 var TP = CreateProjection(grid, siTxtPlanarXZ, siTxtDefaultPlanarXZ,
 null, 

Re: Test for Inverted UV's

2013-05-11 Thread Martin
Only one UV polyface in an island has been inverted/flipped ?

If that's the case you should be able to detect it in your Tex.Editor.

Softimage doesn't merge UV samples that aren't adjacent so their borders
should appear green/blue in the Text.Editor when you select them because
they are not merged.

If the samples are adjacents and have the same coordinates, then they
shouldn't have green/blue borders.

M.Yara



On Sun, May 12, 2013 at 12:59 PM, Enrique Caballero 
enriquecaball...@gmail.com wrote:

 sorry guys, wrote that quickly

 k so apparently these artists have somehow managed to create UVS where
 some of the polygons in that UV island/shell/hull are facing in the
 opposite direction.  So that on those polygons the bump and displacement
 maps are inverted.

 I'm not sure how they actually did this, they probably cut up the uv's and
 then tried to put them back together, but somehow messed it up, and now
 some of the UV's are flipped.

 They are new starters from a company that used 3dsmax so they are still
 getting used to the xsi workflow. They have asked us if there's a quick way
 to tell if a UV is facing in the wrong direction. Apparently in 3dsmax the
 uv's  would be a different color in the uv editor.

 anyway i dont think that there is, as I've never ran into this issue
 before, when I UV i just a combination of projections and uv unwrap. and
 everything comes out okay


 On Sun, May 12, 2013 at 8:57 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 Was about to ask for the same. For those of us who don't know max
 inverted UVs and a stitching where it wouldn't be blatantly obvious don't
 make a lot of sense in the same sentence :)


 On Sun, May 12, 2013 at 10:54 AM, Matt Lind ml...@carbinestudios.comwrote:

  define inverted uv

  --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] On Behalf Of Enrique Caballero
 [enriquecaball...@gmail.com]
 *Sent:* Saturday, May 11, 2013 6:58 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Test for Inverted UV's

   Hey guys,
 I'm passing forward a question from one of our new artists here that
 stumped me.

  Is there a quick way to check for inverted UV's in softimage.  3dsmax
 apparently has one built in.


  Basically sometimes the uv's get stitched together inverted and they
 are having a hard time detecting these.

  Thanks,

  -Enrique




 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!





Re: Test for Inverted UV's

2013-05-11 Thread Enrique Caballero
Thanks Martin, thats what i suspected as well, but I havent done uvs in
almost 3 years so wasnt sure. I appreciate it. Will pass the info forward


On Sun, May 12, 2013 at 1:29 PM, Martin furik...@gmail.com wrote:

 Only one UV polyface in an island has been inverted/flipped ?

 If that's the case you should be able to detect it in your Tex.Editor.

 Softimage doesn't merge UV samples that aren't adjacent so their borders
 should appear green/blue in the Text.Editor when you select them because
 they are not merged.

 If the samples are adjacents and have the same coordinates, then they
 shouldn't have green/blue borders.

 M.Yara



 On Sun, May 12, 2013 at 12:59 PM, Enrique Caballero 
 enriquecaball...@gmail.com wrote:

 sorry guys, wrote that quickly

 k so apparently these artists have somehow managed to create UVS where
 some of the polygons in that UV island/shell/hull are facing in the
 opposite direction.  So that on those polygons the bump and displacement
 maps are inverted.

 I'm not sure how they actually did this, they probably cut up the uv's
 and then tried to put them back together, but somehow messed it up, and now
 some of the UV's are flipped.

 They are new starters from a company that used 3dsmax so they are still
 getting used to the xsi workflow. They have asked us if there's a quick way
 to tell if a UV is facing in the wrong direction. Apparently in 3dsmax the
 uv's  would be a different color in the uv editor.

 anyway i dont think that there is, as I've never ran into this issue
 before, when I UV i just a combination of projections and uv unwrap. and
 everything comes out okay


 On Sun, May 12, 2013 at 8:57 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 Was about to ask for the same. For those of us who don't know max
 inverted UVs and a stitching where it wouldn't be blatantly obvious don't
 make a lot of sense in the same sentence :)


 On Sun, May 12, 2013 at 10:54 AM, Matt Lind ml...@carbinestudios.comwrote:

  define inverted uv

  --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] On Behalf Of Enrique
 Caballero [enriquecaball...@gmail.com]
 *Sent:* Saturday, May 11, 2013 6:58 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Test for Inverted UV's

   Hey guys,
 I'm passing forward a question from one of our new artists here that
 stumped me.

  Is there a quick way to check for inverted UV's in softimage.  3dsmax
 apparently has one built in.


  Basically sometimes the uv's get stitched together inverted and they
 are having a hard time detecting these.

  Thanks,

  -Enrique




 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!