Unfold

2013-04-16 Thread andialias
Hi there,
is there a plugin or Ice-tree to unfold an unfoldable geometry "physically"
- like a deformer- Remaining the edge-length ?
Thanks Andi

-- 
Andreas Schulz
Durbusch 42,
51503 Rösrath,
Germany
tel: +49 2205 85204   cell: +49 2205 173 26 33 893


Unfold issue

2012-10-08 Thread Szabolcs Matefy
Does anybody know what does that mean:

 

WARNING : 3000 - The offset '7595' of object '(null)' has not been
modified. No value has been specified for that offset

 

We have a bunch of this message with various number after the offset
word.

 

We have an object that we can't unfoldall other mapping is working
on this

 

 

Cheers

 

 

Szabolcs

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Re: Unfold

2013-04-17 Thread Ahmidou Lyazidi
Not exactly the same thing, but I have a compound that match an object to
it's UVs.

---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos


2013/4/17 andialias 

> Hi there,
> is there a plugin or Ice-tree to unfold an unfoldable geometry
> "physically" - like a deformer- Remaining the edge-length ?
> Thanks Andi
>
> --
> Andreas Schulz
> Durbusch 42,
> 51503 Rösrath,
> Germany
> tel: +49 2205 85204   cell: +49 2205 173 26 33 893
>


RE: Unfold issue

2012-10-08 Thread Sandy Sutherland
Dodgy geo - maybe try a poly extract off it - do the unfold on the extract and 
gator it back?

S.

_
Sandy Sutherland
Technical Supervisor
sandy.sutherl...@triggerfish.co.za
_





From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Szabolcs Matefy 
[szabol...@crytek.com]
Sent: 08 October 2012 10:30
To: softimage@listproc.autodesk.com
Subject: Unfold issue

Does anybody know what does that mean:

WARNING : 3000 - The offset '7595' of object '(null)' has not been modified. No 
value has been specified for that offset

We have a bunch of this message with various number after the offset word.

We have an object that we can’t unfoldall other mapping is working on this


Cheers


Szabolcs
___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and delete 
this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
Avni Yerli, Cevat Yerli, Faruk Yerli


[ICE] unfold mesh by UV ?

2015-10-04 Thread Sebastien Sterling
Hey List!

I was wondering if such a compound existed on Rray or if i dreamt it

A compound that allows you to layout a mesh by it's uv information, so
imagine unfolding a cardboard box flat ?

I thought i saw a compound like that of Rray a while back.


Re: [ICE] unfold mesh by UV ?

2015-10-04 Thread Olivier Jeannel
http://www.si-community.com/community/viewtopic.php?f=19&t=996

This ?

On Sun, Oct 4, 2015 at 5:40 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> Hey List!
>
> I was wondering if such a compound existed on Rray or if i dreamt it
>
> A compound that allows you to layout a mesh by it's uv information, so
> imagine unfolding a cardboard box flat ?
>
> I thought i saw a compound like that of Rray a while back.
>


Re: [ICE] unfold mesh by UV ?

2015-10-04 Thread Martin
Or this?

https://vimeo.com/76800892/description

Martin
Sent from my iPhone

> On 2015/10/05, at 2:37, Olivier Jeannel  wrote:
> 
> http://www.si-community.com/community/viewtopic.php?f=19&t=996
> 
> This ?
> 
>> On Sun, Oct 4, 2015 at 5:40 PM, Sebastien Sterling 
>>  wrote:
>> Hey List!
>> 
>> I was wondering if such a compound existed on Rray or if i dreamt it
>> 
>> A compound that allows you to layout a mesh by it's uv information, so 
>> imagine unfolding a cardboard box flat ?
>> 
>> I thought i saw a compound like that of Rray a while back.
> 


Re: [ICE] unfold mesh by UV ?

2015-10-04 Thread Sebastien Sterling
Cheers Martin ! that looks like what i was looking for ;)
Thanks Olivier, i think i saw the method you linked in Rray as well, but
was confused about what exactly it did ;)

On 4 October 2015 at 19:53, Martin  wrote:

> Or this?
>
> https://vimeo.com/76800892/description
>
> Martin
> Sent from my iPhone
>
> On 2015/10/05, at 2:37, Olivier Jeannel  wrote:
>
> http://www.si-community.com/community/viewtopic.php?f=19&t=996
>
> This ?
>
> On Sun, Oct 4, 2015 at 5:40 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> Hey List!
>>
>> I was wondering if such a compound existed on Rray or if i dreamt it
>>
>> A compound that allows you to layout a mesh by it's uv information, so
>> imagine unfolding a cardboard box flat ?
>>
>> I thought i saw a compound like that of Rray a while back.
>>
>
>


Re: [ICE] unfold mesh by UV ?

2015-10-04 Thread Olivier Jeannel
Ah yes, I had that one in mind but unable to find it :/ thank you Martin !
Le 4 oct. 2015 20:54, "Martin"  a écrit :

> Or this?
>
> https://vimeo.com/76800892/description
>
> Martin
> Sent from my iPhone
>
> On 2015/10/05, at 2:37, Olivier Jeannel  wrote:
>
> http://www.si-community.com/community/viewtopic.php?f=19&t=996
>
> This ?
>
> On Sun, Oct 4, 2015 at 5:40 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> Hey List!
>>
>> I was wondering if such a compound existed on Rray or if i dreamt it
>>
>> A compound that allows you to layout a mesh by it's uv information, so
>> imagine unfolding a cardboard box flat ?
>>
>> I thought i saw a compound like that of Rray a while back.
>>
>
>


Regarding the new unfold pack feature

2013-04-13 Thread Eric Cosky
Hi,

 

I'm testing out SI2014 and the Unfold Pack feature. I created a cylinder
mesh with a cylinder projection and a sphere mesh with a spherical
projection. I selected both, went into the texture uv editor and used the
tools->Unfold/Pack command, went to the pack tab and hit pack. All good so
far, it packed the two projections as expected into the UV range of 0..1 (==
nice). I was using the Textured display and had set the noicon texture to
the diffuse of the default material so I could see what was happening to the
UVs before and after the pack.

 

So at this point, I wanted to test changing the input projection transform
to simulate how I expected to be using this feature. I rotated the cylinder
projection just to make it change to something noticeably different. The
visible texture UVs didn't change, which I wasn't surprised by because
obviously the packing algorithm takes some work and wouldn't make sense to
be running all the time on the inputs. What I was surprised by was that
repacking didn't grab the modified projection UVs.. from what I can tell,
once you use the pack, the original projection is no longer used (however
deleting the projection deletes the UV set). Looking at the cylinder's
Texture_Coordinates_AUTO cluster branch in the SDK explorer I see there is a
ClsSetValuesOp with input and output ports hooked into the cylinder
projection, but the cylinder projection isn't restored (== tracking cylinder
projection transform) until I delete this operator. It's acting like it's
ignoring the input projection once it's been packed the one time. This seems
counterintuitive and not like how most of Softimage seems to work with the
construction stack and propagation of changes to dependant objects via
operator ports. 

 

Is there any way to modify the UVs that are set up by the projection (for
example by rotating the cylinder projection in my case) and use Unfold Pack
again? Or is this intended to be a onetime operator that I suppose you would
generally freeze?

 

I feel like I'm missing something here so please excuse any obvious
oversights.. Thanks in advance for any tips on making the most of this
feature.

 

-Eric Cosky



RE: ICE - polygon grow selection to unfold

2013-08-15 Thread Chris Chia
You would need to use Polygonal Description and Point Position attributes.
I think you can write a custom ice node to do some math and output the new 
pointposition.
<>

Re: ICE - polygon grow selection to unfold

2013-08-18 Thread andialias
OH man,
that would be s wonderfulll - its by the way a non commercial project
of mine!!!
I could pay you in papercrafts
cheers
Andi



2013/8/15 Chris Chia 

> You would need to use Polygonal Description and Point Position attributes.
> I think you can write a custom ice node to do some math and output the new
> pointposition.
>



-- 
Andreas Schulz
Durbusch 42,
51503 Rösrath,
Germany
tel: +49 2205 85204   cell: +49 2205 173 26 33 893


RE: Regarding the new unfold pack feature

2013-04-15 Thread Nicholas Hong
Hi Eric Cosky, 

I would like also to remember that you can apply the Unfold3D plugin to a 
Softimage Group containing several objects, it not necessary to merge all 
objects in only one polymesh. The possibility to work with Groups allows for 
example to create UV maps of a car, without merging the wheels / the car body / 
the interior etc...  Here is the workflow in that case :
1. Select some objects
2. Ctrl + "g" for creating a group
3. Select the group just created
4. Property > Texture Projection > Unfold 
5. Modify cutting line / Modify UV coordinates by hand in the texture editor / 
Update Unfolding / Pin / Pack. In the order you want.

And the last case, it is when you have several objects having existent 
UVProperty and you want to make modifications / packing of all of it, without 
merging the objects : 
1. Select the objects
2. Ctrl + "g" for group
3. Using the explorer, select the group and select also the existing 
UVProperties (e.g. Texture_Projection Cylindrical XY, Texture _Projection 
Spherical XY )
4. Property > Texture Projection > Unfold > Pack (TAB) > Pack
5. Modify cutting line / UV coordinates by hand in texture editor / Update 
Unfolding / Pin / Pack

Regards
Nick


Last case sample script:

CreatePrim "Cylinder", "MeshSurface"
CreatePrim "Sphere", "MeshSurface"
Translate , 9.49132845941504, 0, 0, siRelative, siView, siObj, siXYZ, , , , , , 
, , , , 0
SelectObj "cylinder,sphere", , True
ApplyShader , , , , siLetLocalMaterialsOverlap
SelectObj "cylinder", , True
SelectObj "sphere", , True
CreateShaderFromProgID "Softimage.txt2d-image-explicit.1.0", 
"Sources.Materials.DefaultLib.Material1", "Image"
SIConnectShaderToCnxPoint "Sources.Materials.DefaultLib.Material1.Image.out", 
"Sources.Materials.DefaultLib.Material1.Phong.diffuse", False
SelectObj "cylinder", , True
CreateShaderFromProgID "Softimage.txt2d-image-explicit.1.0", 
"Sources.Materials.DefaultLib.Material", "Image"
SIConnectShaderToCnxPoint "Sources.Materials.DefaultLib.Material.Image.out", 
"Sources.Materials.DefaultLib.Material.Phong.diffuse", False
SetDisplayMode "Camera", "textured"
SwitchToolbar 1
CreateProjection "cylinder", siTxtCylindrical, siTxtDefaultSpherical, 
"Texture_Support", "Texture_Projection"
SetInstanceDataValue , "Sources.Materials.DefaultLib.Material.Image.tspace_id", 
"Texture_Projection"
SelectObj "sphere", , True
CreateProjection "sphere", siTxtSpherical, siTxtDefaultSpherical, 
"Texture_Support", "Texture_Projection"
SetInstanceDataValue , 
"Sources.Materials.DefaultLib.Material1.Image.tspace_id", "Texture_Projection"

SelectObj "cylinder", , True
SetSelFilter "SampledPoint"
SelectGeometryComponents "cylinder.sample[57,60,61,64,80,81,84,85]"
SelectGeometryComponents "cylinder.sample[9,12,32,33,57,60,61,64,80,81,84,85]"
SelectGeometryComponents 
"cylinder.sample[9,12,32,33,57,60,61,64,80,81,84,85,119,122]"
TranslateUVW "cylinder.sample[9,12,32,33,57,60,61,64,80,81,84,85,119,122]", 
"cylinder.polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection", 
0.317275697984523, 0.358676756756757, 0, siRelative, siUVW, False

SelectObj "sphere", , True
SetSelFilter "SampledPoint"
SelectGeometryComponents "sphere.sample[*]"
RotateUVW "sphere.sample[*]", 
"sphere.polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection", 0, 0, 
-89.8125, siRelative, siUVW, 1, 0.5, 0.5

SelectObj "cylinder"
ToggleSelection "sphere"
CreateGroup
AddToSelection "Texture_Support", , True
AddToSelection "Texture_Support1", , True
CreateGroup "UnfoldGroup", Array("cylinder", "sphere")
UnfoldApply 
"cylinder.polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection,sphere.polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection,UnfoldGroup"
UnfoldPackUpdate "UnfoldGroup.Unfold"
<>

RE: Regarding the new unfold pack feature

2013-04-15 Thread Eric Cosky
Thanks for that info. I tried the script out and it makes sense, but it's
not quite what I was talking about (good to learn about packing with a group
though, I hadn't noticed that feature before). The repack after manual
editing of UVs works as expected, but it seems that once the UVs have been
packed the original texture support's transform is ignored until I delete
the ClsSetValuesOp.

I just wasn't sure what the limits & expected behavior was, and I suppose it
makes sense that there would be a functional disconnect from the texture
support once packing had occurred. If I want to restore the UV data from the
texture support then it's no big deal to just delete the ClsSetValuesOp.

Thanks




-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nicholas Hong
Sent: Monday, April 15, 2013 2:16 AM
To: softimage@listproc.autodesk.com
Subject: RE: Regarding the new unfold pack feature

Hi Eric Cosky, 

I would like also to remember that you can apply the Unfold3D plugin to a
Softimage Group containing several objects, it not necessary to merge all
objects in only one polymesh. The possibility to work with Groups allows for
example to create UV maps of a car, without merging the wheels / the car
body / the interior etc...  Here is the workflow in that case :
1. Select some objects
2. Ctrl + "g" for creating a group
3. Select the group just created
4. Property > Texture Projection > Unfold 5. Modify cutting line / Modify UV
coordinates by hand in the texture editor / Update Unfolding / Pin / Pack.
In the order you want.

And the last case, it is when you have several objects having existent
UVProperty and you want to make modifications / packing of all of it,
without merging the objects : 
1. Select the objects
2. Ctrl + "g" for group
3. Using the explorer, select the group and select also the existing
UVProperties (e.g. Texture_Projection Cylindrical XY, Texture _Projection
Spherical XY ) 4. Property > Texture Projection > Unfold > Pack (TAB) > Pack
5. Modify cutting line / UV coordinates by hand in texture editor / Update
Unfolding / Pin / Pack

Regards
Nick


Last case sample script:

CreatePrim "Cylinder", "MeshSurface"
CreatePrim "Sphere", "MeshSurface"
Translate , 9.49132845941504, 0, 0, siRelative, siView, siObj, siXYZ, , , ,
, , , , , , 0 SelectObj "cylinder,sphere", , True ApplyShader , , , ,
siLetLocalMaterialsOverlap SelectObj "cylinder", , True SelectObj "sphere",
, True CreateShaderFromProgID "Softimage.txt2d-image-explicit.1.0",
"Sources.Materials.DefaultLib.Material1", "Image"
SIConnectShaderToCnxPoint
"Sources.Materials.DefaultLib.Material1.Image.out",
"Sources.Materials.DefaultLib.Material1.Phong.diffuse", False SelectObj
"cylinder", , True CreateShaderFromProgID
"Softimage.txt2d-image-explicit.1.0",
"Sources.Materials.DefaultLib.Material", "Image"
SIConnectShaderToCnxPoint "Sources.Materials.DefaultLib.Material.Image.out",
"Sources.Materials.DefaultLib.Material.Phong.diffuse", False SetDisplayMode
"Camera", "textured"
SwitchToolbar 1
CreateProjection "cylinder", siTxtCylindrical, siTxtDefaultSpherical,
"Texture_Support", "Texture_Projection"
SetInstanceDataValue ,
"Sources.Materials.DefaultLib.Material.Image.tspace_id",
"Texture_Projection"
SelectObj "sphere", , True
CreateProjection "sphere", siTxtSpherical, siTxtDefaultSpherical,
"Texture_Support", "Texture_Projection"
SetInstanceDataValue ,
"Sources.Materials.DefaultLib.Material1.Image.tspace_id",
"Texture_Projection"

SelectObj "cylinder", , True
SetSelFilter "SampledPoint"
SelectGeometryComponents "cylinder.sample[57,60,61,64,80,81,84,85]"
SelectGeometryComponents
"cylinder.sample[9,12,32,33,57,60,61,64,80,81,84,85]"
SelectGeometryComponents
"cylinder.sample[9,12,32,33,57,60,61,64,80,81,84,85,119,122]"
TranslateUVW "cylinder.sample[9,12,32,33,57,60,61,64,80,81,84,85,119,122]",
"cylinder.polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection",
0.317275697984523, 0.358676756756757, 0, siRelative, siUVW, False

SelectObj "sphere", , True
SetSelFilter "SampledPoint"
SelectGeometryComponents "sphere.sample[*]"
RotateUVW "sphere.sample[*]",
"sphere.polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection", 0, 0,
-89.8125, siRelative, siUVW, 1, 0.5, 0.5

SelectObj "cylinder"
ToggleSelection "sphere"
CreateGroup
AddToSelection "Texture_Support", , True AddToSelection "Texture_Support1",
, True CreateGroup "UnfoldGroup", Array("cylinder", "sphere") UnfoldApply
"cylinder.polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection,sphere.pol
ymsh.cls.Texture_Coordinates_AUTO.Texture_Projection,UnfoldGroup"
UnfoldPackUpdate "UnfoldGroup.Unfold"