Re: Convert selection from UVsto polygons?
I'm not sure if I understood your problem correctly. But if you select an object in Softimage and go into any component mode ( polygon, points, edges ) and select some vertices in the Texture editor, the corresponding components will be selected in your viewport. At least, that's what happens at this end. -Ronald On 12/21/2013 13:30, Tim Leydecker wrote: In Softimage, is it possible to have a selection of UVs converted to the corresponding Polygons via the Texture Editor? Something like a right click convert selection to points/edges/etc? I don´t mean an Island selection but just a few UVs. In Maya you can do that, as UVs are treated as just another subobject mode (select shell/island is an extra right clickmenu step compared to Softimage,thought). In terms of general doom and gloom mode: I´m currently unfolding props/assets and I need to jump in 3Dcoat to do nice ABF/LSM unwraps with proportionally evenly distributed texture space/face, then go back to Softimage to find my current combo of experimental 3D coat build and Softimage gives me a bug and each UV´d face is coming in/out as it´s own shell when using the *.obj format, so I just pipe Maya inbetween and merge all those back together with a very low threshold in Maya, getting back the shells as layouted in 3Dcoat, shuffle things a bit around using Unfold/Relax in Maya then export to Softimage, which just says thanks, if that´s what you like and let´s me copy and paste the result back to my intial geometry. If all three(Max, Maya, Softimage) where one, I´d be fucked... tim -- Ronald van Vemden --- 3D Graphics Animation Cyberfish Laboratories | www.cyberfish.nl Toonafish | www.toonafish.nl tel. +31(0)20 5289291 fax +31(0)20 5289292 email: ron...@toonafish.nl
Re: Convert selection from UVsto polygons?
Hi Ronald, thanks,yes.That works but I seem to be unable to convert a selection made in the Texture Editor to the corresponding Polys, Vertices or Edges? Example, I select a few points in the Texture Editor but in the viewports, the corresponding UVs are displayed as selected and I can´t find a way to convert that active selection as displayed in the viewport to the actual selection made in the Texture Editor. It´s not a big deal but it would be nice to have to be able to select any subobject type in the Texture Editor and have the proper subobject type selected in the viewportsand be able to convert between selections as in the viewport menue options but including the UV/bisectors component type. In Maya, you can do that and it sometimes speeds up things when creating selections or manipulating UV shells or checking streching and such. Also, in XSI I find it more difficult to determine if two UVs really align, where in Maya, I can see in the HUD if it´s one or two and merge them to make sure or even simply check border edges to be displayed as thicker than edges inside a shell. Cheers, tim On 21.12.2013 13:58, Toonafish wrote: I'm not sure if I understood your problem correctly. But if you select an object in Softimage and go into any component mode ( polygon, points, edges ) and select some vertices in the Texture editor, the corresponding components will be selected in your viewport. At least, that's what happens at this end. -Ronald On 12/21/2013 13:30, Tim Leydecker wrote: In Softimage, is it possible to have a selection of UVs converted to the corresponding Polygons via the Texture Editor? Something like a right click convert selection to points/edges/etc? I don´t mean an Island selection but just a few UVs. In Maya you can do that, as UVs are treated as just another subobject mode (select shell/island is an extra right clickmenu step compared to Softimage,thought). In terms of general doom and gloom mode: I´m currently unfolding props/assets and I need to jump in 3Dcoat to do nice ABF/LSM unwraps with proportionally evenly distributed texture space/face, then go back to Softimage to find my current combo of experimental 3D coat build and Softimage gives me a bug and each UV´d face is coming in/out as it´s own shell when using the *.obj format, so I just pipe Maya inbetween and merge all those back together with a very low threshold in Maya, getting back the shells as layouted in 3Dcoat, shuffle things a bit around using Unfold/Relax in Maya then export to Softimage, which just says thanks, if that´s what you like and let´s me copy and paste the result back to my intial geometry. If all three(Max, Maya, Softimage) where one, I´d be fucked... tim
Re: Convert selection from UVsto polygons?
Could it be you have the selection set to Sample instead of Point, Polygon or Edge ? - Ronald On 12/21/2013 16:48, Tim Leydecker wrote: Hi Ronald, thanks,yes.That works but I seem to be unable to convert a selection made in the Texture Editor to the corresponding Polys, Vertices or Edges? Example, I select a few points in the Texture Editor but in the viewports, the corresponding UVs are displayed as selected and I can´t find a way to convert that active selection as displayed in the viewport to the actual selection made in the Texture Editor. It´s not a big deal but it would be nice to have to be able to select any subobject type in the Texture Editor and have the proper subobject type selected in the viewportsand be able to convert between selections as in the viewport menue options but including the UV/bisectors component type. In Maya, you can do that and it sometimes speeds up things when creating selections or manipulating UV shells or checking streching and such. Also, in XSI I find it more difficult to determine if two UVs really align, where in Maya, I can see in the HUD if it´s one or two and merge them to make sure or even simply check border edges to be displayed as thicker than edges inside a shell. Cheers, tim On 21.12.2013 13:58, Toonafish wrote: I'm not sure if I understood your problem correctly. But if you select an object in Softimage and go into any component mode ( polygon, points, edges ) and select some vertices in the Texture editor, the corresponding components will be selected in your viewport. At least, that's what happens at this end. -Ronald On 12/21/2013 13:30, Tim Leydecker wrote: In Softimage, is it possible to have a selection of UVs converted to the corresponding Polygons via the Texture Editor? Something like a right click convert selection to points/edges/etc? I don´t mean an Island selection but just a few UVs. In Maya you can do that, as UVs are treated as just another subobject mode (select shell/island is an extra right clickmenu step compared to Softimage,thought). In terms of general doom and gloom mode: I´m currently unfolding props/assets and I need to jump in 3Dcoat to do nice ABF/LSM unwraps with proportionally evenly distributed texture space/face, then go back to Softimage to find my current combo of experimental 3D coat build and Softimage gives me a bug and each UV´d face is coming in/out as it´s own shell when using the *.obj format, so I just pipe Maya inbetween and merge all those back together with a very low threshold in Maya, getting back the shells as layouted in 3Dcoat, shuffle things a bit around using Unfold/Relax in Maya then export to Softimage, which just says thanks, if that´s what you like and let´s me copy and paste the result back to my intial geometry. If all three(Max, Maya, Softimage) where one, I´d be fucked... tim -- Ronald van Vemden --- 3D Graphics Animation Cyberfish Laboratories | www.cyberfish.nl Toonafish | www.toonafish.nl tel. +31(0)20 5289291 fax +31(0)20 5289292 email: ron...@toonafish.nl
Re: Convert selection from UVsto polygons?
This works for me: http://imgur.com/NwTAeNc On Sat, Dec 21, 2013 at 11:15 AM, Toonafish ron...@toonafish.nl wrote: Could it be you have the selection set to Sample instead of Point, Polygon or Edge ? - Ronald On 12/21/2013 16:48, Tim Leydecker wrote: Hi Ronald, thanks,yes.That works but I seem to be unable to convert a selection made in the Texture Editor to the corresponding Polys, Vertices or Edges? Example, I select a few points in the Texture Editor but in the viewports, the corresponding UVs are displayed as selected and I can愒 find a way to convert that active selection as displayed in the viewport to the actual selection made in the Texture Editor. It愀 not a big deal but it would be nice to have to be able to select any subobject type in the Texture Editor and have the proper subobject type selected in the viewportsand be able to convert between selections as in the viewport menue options but including the UV/bisectors component type. In Maya, you can do that and it sometimes speeds up things when creating selections or manipulating UV shells or checking streching and such. Also, in XSI I find it more difficult to determine if two UVs really align, where in Maya, I can see in the HUD if it愀 one or two and merge them to make sure or even simply check border edges to be displayed as thicker than edges inside a shell. Cheers, tim On 21.12.2013 13:58, Toonafish wrote: I'm not sure if I understood your problem correctly. But if you select an object in Softimage and go into any component mode ( polygon, points, edges ) and select some vertices in the Texture editor, the corresponding components will be selected in your viewport. At least, that's what happens at this end. -Ronald On 12/21/2013 13:30, Tim Leydecker wrote: In Softimage, is it possible to have a selection of UVs converted to the corresponding Polygons via the Texture Editor? Something like a right click convert selection to points/edges/etc? I don愒 mean an Island selection but just a few UVs. In Maya you can do that, as UVs are treated as just another subobject mode (select shell/island is an extra right clickmenu step compared to Softimage,thought). In terms of general doom and gloom mode: I惴 currently unfolding props/assets and I need to jump in 3Dcoat to do nice ABF/LSM unwraps with proportionally evenly distributed texture space/face, then go back to Softimage to find my current combo of experimental 3D coat build and Softimage gives me a bug and each UV悲 face is coming in/out as it愀 own shell when using the *.obj format, so I just pipe Maya inbetween and merge all those back together with a very low threshold in Maya, getting back the shells as layouted in 3Dcoat, shuffle things a bit around using Unfold/Relax in Maya then export to Softimage, which just says thanks, if that愀 what you like and let愀 me copy and paste the result back to my intial geometry. If all three(Max, Maya, Softimage) where one, I悲 be fucked... tim -- Ronald van Vemden --- 3D Graphics Animation Cyberfish Laboratories | www.cyberfish.nl Toonafish | www.toonafish.nl tel. +31(0)20 5289291 fax +31(0)20 5289292 email: ron...@toonafish.nl --
Re: Convert selection from UVsto polygons?
You need to change the Sync Method to components, inside your text.editor preferences. Martin Sent from my iPhone On 2013/12/22, at 0:48, Tim Leydecker bauero...@gmx.de wrote: Hi Ronald, thanks,yes.That works but I seem to be unable to convert a selection made in the Texture Editor to the corresponding Polys, Vertices or Edges? Example, I select a few points in the Texture Editor but in the viewports, the corresponding UVs are displayed as selected and I can´t find a way to convert that active selection as displayed in the viewport to the actual selection made in the Texture Editor. It´s not a big deal but it would be nice to have to be able to select any subobject type in the Texture Editor and have the proper subobject type selected in the viewportsand be able to convert between selections as in the viewport menue options but including the UV/bisectors component type. In Maya, you can do that and it sometimes speeds up things when creating selections or manipulating UV shells or checking streching and such. Also, in XSI I find it more difficult to determine if two UVs really align, where in Maya, I can see in the HUD if it´s one or two and merge them to make sure or even simply check border edges to be displayed as thicker than edges inside a shell. Cheers, tim On 21.12.2013 13:58, Toonafish wrote: I'm not sure if I understood your problem correctly. But if you select an object in Softimage and go into any component mode ( polygon, points, edges ) and select some vertices in the Texture editor, the corresponding components will be selected in your viewport. At least, that's what happens at this end. -Ronald On 12/21/2013 13:30, Tim Leydecker wrote: In Softimage, is it possible to have a selection of UVs converted to the corresponding Polygons via the Texture Editor? Something like a right click convert selection to points/edges/etc? I don´t mean an Island selection but just a few UVs. In Maya you can do that, as UVs are treated as just another subobject mode (select shell/island is an extra right clickmenu step compared to Softimage,thought). In terms of general doom and gloom mode: I´m currently unfolding props/assets and I need to jump in 3Dcoat to do nice ABF/LSM unwraps with proportionally evenly distributed texture space/face, then go back to Softimage to find my current combo of experimental 3D coat build and Softimage gives me a bug and each UV´d face is coming in/out as it´s own shell when using the *.obj format, so I just pipe Maya inbetween and merge all those back together with a very low threshold in Maya, getting back the shells as layouted in 3Dcoat, shuffle things a bit around using Unfold/Relax in Maya then export to Softimage, which just says thanks, if that´s what you like and let´s me copy and paste the result back to my intial geometry. If all three(Max, Maya, Softimage) where one, I´d be fucked... tim
Re: Convert selection from UVsto polygons?
You don't have a thick UV edges option in SI, but you have show connectivity with multiple colors which is much better. Softimage doesn't merge or cut UVs like Maya. Softimage UVs are always separated, you join them by move them to the same UV coordinate ( healing ), but they aren't merged, they are still different samples in the same place. That's why when you export something from SI to Maya, all UVs will be cut and you'll have to merge them inside Maya. I don't know how 3D Coat handle this. Martin On Sun, Dec 22, 2013 at 12:48 AM, Tim Leydecker bauero...@gmx.de wrote: Also, in XSI I find it more difficult to determine if two UVs really align, where in Maya, I can see in the HUD if it´s one or two and merge them to make sure or even simply check border edges to be displayed as thicker than edges inside a shell.
Re: Convert selection from UVsto polygons?
Thanks for the screenshot and the explanations. I´ll give that a try, it´s probably exactly what I am looking for. Regarding UVset interpretation of an *.obj from Softimage inside 3Dcoat, that is likely a similar problem to what happened in earlier ZBrush builds, e.g. the UV´s came in interpreted as seperate shells/face. I´ll see if I can produce a simple repro *.obj and provide it to the experimental branch/bug list of 3Dcoat for them to deal with Softimage´s approach to describing UVs and UVspaces. The Zbrush guys solved it, so there is a working solution. I´m not sure it´s as simple as auto merging UVs based on Texturespace position because then shells ontop on each other (for saving texture space) would get mangled or get corrupted but some logic along the lines of if is same vertex and same texture position might already be a good suggestion to file along with the bug. Cheers, tim On 21.12.2013 18:48, Martin Yara wrote: You don't have a thick UV edges option in SI, but you have show connectivity with multiple colors which is much better. Softimage doesn't merge or cut UVs like Maya. Softimage UVs are always separated, you join them by move them to the same UV coordinate ( healing ), but they aren't merged, they are still different samples in the same place. That's why when you export something from SI to Maya, all UVs will be cut and you'll have to merge them inside Maya. I don't know how 3D Coat handle this. Martin On Sun, Dec 22, 2013 at 12:48 AM, Tim Leydecker bauero...@gmx.de mailto:bauero...@gmx.de wrote: Also, in XSI I find it more difficult to determine if two UVs really align, where in Maya, I can see in the HUD if it´s one or two and merge them to make sure or even simply check border edges to be displayed as thicker than edges inside a shell.
Re: Convert selection from UVsto polygons?
preferencessync modecomponents select whatever comp you want in the uv editor, make sure you are in some component mode in the 3d view. it should convert for you *written with my thumbs On Dec 21, 2013, at 7:48 AM, Tim Leydecker bauero...@gmx.de wrote: Hi Ronald, thanks,yes.That works but I seem to be unable to convert a selection made in the Texture Editor to the corresponding Polys, Vertices or Edges? Example, I select a few points in the Texture Editor but in the viewports, the corresponding UVs are displayed as selected and I can´t find a w ay to convert that active selection as displayed in the viewport to the actual selection made in the Texture Editor. It´s not a big deal but it would be nice to have to be able to selec t any subobject type in the Texture Editor and have the proper subobject type selected in the viewportsand be able to convert between selections as in the viewport menue options but including the UV/bisectors component type. In Maya, you can do that and it sometimes speeds up things when creating selections or manipulating UV shells or checking streching and such. Also, in XSI I find it more difficult to determine if two UVs really align, where in Maya, I can see in the HUD if it´s one or two and merge the m to make sure or even simply check border edges to be displayed as thicker than edges inside a shell. Cheers, tim On 21.12.2013 13:58, Toonafish wrote: I'm not sure if I understood your problem correctly. But if you select an object in Softimage and go into any component mode ( polygon, points, edges ) and select some vertices in the Texture editor, the corresponding components will be selected in your viewport. At least, that's what happens at this end. -Ronald On 12/21/2013 13:30, Tim Leydecker wrote: In Softimage, is it possible to have a selection of UVs converted to the corresponding Polygons via the Texture Editor? Something like a right click convert selection to points/edges/ etc? I don´t mean an Island selection but just a few UVs. In Maya you can do that, as UVs are treated as just another subobject mode (select shell/island is an extra right clickmenu step compared to Softimage,thought). In terms of general doom and gloom mode: I´m currently unfolding props/assets and I need to jump in 3Dcoa t to do nice ABF/LSM unwraps with proportionally evenly distributed texture space/face, then go back to Softimage to find my current combo of experimental 3D coat build and Softimage gives me a bug and each UV´d face is coming in/out as it´s own s hell when using the *.obj format, so I just pipe Maya inbetween and merge all those back together with a very low threshold in Maya, getting back the shells as layouted in 3Dcoat, shuffle things a bit around using Unfold/Relax in Maya then export to Softimage, which just says thanks, if that´s what you like and let´s me cop y and paste the result back to my intial geometry. If all three(Max, Maya, Softimage) where one, I´d be fucked... tim