Re: Convert selection from UVsto polygons?

2013-12-21 Thread Toonafish
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?

2013-12-21 Thread Tim Leydecker

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?

2013-12-21 Thread Toonafish
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?

2013-12-21 Thread Alok Gandhi
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?

2013-12-21 Thread Martin
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?

2013-12-21 Thread Martin Yara
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?

2013-12-21 Thread Tim Leydecker

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?

2013-12-21 Thread Steven Caron

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