Unfold
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
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
Re: Unfold
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
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 ?
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 ?
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 ?
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 ?
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 ?
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
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
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
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
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
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"