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Old 18-03-2009, 08:26 PM   #16
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Hey. BlueSummers, these are a great help. I just wanted to let you know that your work is definietly appreciated. And not just for the war. I used the Ultibolt for a project I had to do a while ago and it worked great. Only later did the client then want threads modeled onto the bolts. So, I had to write my own little script that made threaded shanks. Not nearly as elegant or versatile as yours, but it got the job done. Basically it created a plane, skewed it, bent it into a tube, extruded the edge loops into threads and then sliced off the overskewed top and bottom. It wasn't interactive at all so you needed to know exactly what you needed before you punched in the numbers, but it got the job done. Just wanted to thank you for the idea that got it started.
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Old 18-03-2009, 08:48 PM   #17
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ya. I got that bolt script a while ago and I use it all the time.
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Old 18-03-2009, 09:09 PM   #18
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Nice, the Max Packer - scales based on area thats the one I want!

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Old 18-03-2009, 09:23 PM   #19
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I'm glad you guys enjoyed that one; maybe I'll get it up here as well. I meant to make Ultibolt support threads (and interactive), but the polycount was so high for that feature that it really would've wrecked the viewport.
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Old 18-03-2009, 09:31 PM   #20
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Briefly, regarding MaxPacker, that code is...wow. I just opened it and it's a very orderly presentation of...just the worst kind of code. Lots of checks if windows are open- that kind of thing. I'll hopefully have this thing repackaged by the end of the weekend, but it's going to be my top priority.
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Old 21-03-2009, 01:57 PM   #21
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Really great script BlueSummers
i'd have a request if it's possible, and if you have time, is it possible to add a button in the editable poly that divide the selected edge, just like the one in the editable spline?
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Old 21-03-2009, 03:50 PM   #22
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Hrm...Yes and No. That script is definitely possible, but adding it directly to the editable poly window is much harder. Would you be satisfied with a Macroscript (toolbar item, menubar item, quad menu item, or keyboard shortcut)?
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Old 21-03-2009, 05:34 PM   #23
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OK! Bad news/good news time!

The bad news is, the insert vertex function in the PolyOp construct inserts only one vertex at a time, and that disrupts the edge selection every time. This means it's a tremendous pain to insert more than one vertex into an edge at any time. I'm really really sorry, but this would take all day.

On the bright side, I can think of a really easy work around:
1. Select the target edge (or ring of edges)
2. Use the "Connect" tool and use those settings to alter position/frequency of verts.
3. Use the "Remove" tool to remove the resultant edges.

You'll be left with the verts you wanted (See Image Below).
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Old 21-03-2009, 05:48 PM   #24
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Is that going to be enough, Astaroth?
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Old 21-03-2009, 06:16 PM   #25
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thanks for the reply BlueSummer, the "connect way" is the one i usually use, and it works fine, i asked for that script only because when you are turning all the mesh to quad, having a button that do it in an instant is really good, expecially when you need an L workaround
but as you have said, it would be a great pain to script it, so it doesn't matter
thank you so much ^^
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Old 21-03-2009, 08:46 PM   #26
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You're very welcome!

For those who were asking about my old MaxPacker, I've come to the conclusion that it's not all that useful. Here's how it worked; see if you can figure out what the trouble is before you read the next paragraph:
Code:
For each UVW Cluster
  Get Ranking (usually from least occluded to most occluded)

Size the UVW clusters accordingly

Use 3dsMax Pack UVWs to pack the clusters together again (normalizing them).
Do you see the problem? The issue is that when the sizes are normalized and packed, there's no consideration taken for maximum usage of UVW space. If one cluster is super important (and therefore large), the final solution might be less UVW space efficient than a less theoretically correct, but more efficient texture sheet.

This image shows you what I mean. The left side is the undisturbed procedural unwrapping of a teapot. The right side shows 3 clusters scaled up because they're "more important". The left, more normalized UVW layout has ~21,900 unused pixels. The right, more disturbed UVW layout has ~25,000.

I believe this logic holds true in general- a more granular, homogeneous UVW clustering leads to a more efficient use of texture space. MaxPacker doesn't take this into account and it leads to a less efficient solution. UVW packing should be done by hand because then you can blend the importance and visibility of a cluster with efficient use of UVW texture space.

Sadness.
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Old 24-03-2009, 05:31 AM   #27
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So you're saying there's no magic button to solve all my UVW packing woes? Darn, just once I wish there was a magic button. Is it too much too ask? Oh well, thanks for at least trying.
Guess we'll just have to watch your awesome "Monday Movie" series, and be glad we have that.
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Old 24-03-2009, 10:24 PM   #28
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doing things by hand.. thats why humans are cool!!! otherwise robots would do everything. I always tweak my automatic unwraps by hand, because there are always pieces that end up being too big for the importance they occupy on screen. I hate seeing ambient/occlusion maps that are only done automatically.. you lose around 50% texture space if you don't tweak it manually and shrink the things that are really far away or barely seen. Don't be lazy... there's no free lunch.
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Old 24-03-2009, 11:11 PM   #29
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will wire bundle work in Max 9? It loads up, no problem, but, I select the object I want the wires to "bundle" around, then hit create, nothing happens.

back to the 5 liter challenge for me.

edit: think I may have figured it out while watching you video. I selected an object, a single object, instead of a few objects. Lack of fluids will do that to a person.
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Old 24-03-2009, 11:13 PM   #30
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Well...I guess I'm not saying that it's impossible to get elegant, procedural UVW unwrapping. IMHO there are two flavors of automatic unwrapping;

1. "Ideal Procedural" like you see out of Zbrush. This is where the whole object is boiled down into 32x32 little undistorted squares. The layout isn't human readable and you can't edit it outside of a 3d-painting program, but in all other ways it's perfect. Full UVW space utilization and minimized distortion. Area is taken into consideration when sizing clusters.

2. "Practical Procedural" like you see out of very high-end UVW layout programs or by hand. We can pack it intelligently, but the slicing and sizing are usually done by hand.
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