It does symmetry within each shell AFAIK.
On 9 Sep 2014 04:13, "Matt Lind" <ml...@carbinestudios.com> wrote:

> If Maya is using the same Unfold3D as Softimage, then artists will still
> need to go to another software for UV layout because Unfold3D lacks very
> basic functionality required for certain types of work.  For example,
> unfolding a symmetrical object an having the resulting UVs laid out
> symmetrically to reflect the geometry's shape.  Unfold3D is very poor with
> that.
>
>
> Matt
>
>
>
> -----Original Message-----
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
> Sent: Saturday, September 06, 2014 10:59 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: maya uv tool broken?
>
> Hello,
>
> Unfold3d is build directly in Maya 2015 and accessible directly from the
> UV Editor menu.
> Then, there is a Bonus Tools which is a mel script that takes you
> step-by-step into setting up things and then call unfold.  That's not a new
> tool, but it's been updated to use the new Unfold3d.  I figured that if you
> knew how to use Softimage's Unfold3D you may not need the Bonus Tools.
>
> It's worth checking out all the changes in UV Editor and unfolding in the
> two separate sections here:
> http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=New_in_Modeling
>
> The team has studied UVLayout; going to it shouldn't be necessary for
> anything.
>
> On Sat, Sep 6, 2014 at 11:48 AM, Manuel Huertas Marchena <
> lito...@hotmail.com> wrote:
> > "I don't know The bonus tool predates 2015 and the new workflows ."
>  what
> > do you mean? sorry it might be obvious but usually I use uvlayout for
> > this type of task, so I am trying to find the "best" way to approach
> > uvs inside maya to rely less in uvlayout for simple geo.
> > My approach in xsi was usually do all ("simple geo") uvs in xsi and
> > complex geo unwrap, uvs packing, uv islands ratio inside uvlayout. I
> > am now replacing xsi for maya and will like to keep the same workflow.
> > So if the "uvtool" is supposed to be "the new way" of unwrapping
> > meshes in maya 2015, I was asking why is not included by default? but
> > again being a bit new, I am surely missing something obvious :)
>
>

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