[Closed] unwrap multiple objects
thanks, i’ll try this one.
in max 6, i had some odd crashes with the previous versions, so i was a bit afraid of using it.
if this version is stable, i owe you a big thank you
in max 7, it seemed to run perfectly.
haven’t got ghostpainter for max 7 yet. but i’m planning on buying max 7 in a few days,
and then i’ll buy ghostpainter for max 7 too (have legal version for illegal max 6 version), finally going legal
it still causes crashes in max 6, when i try to unwrap an object twice. (unwrap, set UV’s unwrap)
i’m using a pre-service pack max 6 version, couldn’t get the service pack to install.
oh well.
i’ll just wait on using this till i buy max 7.
I’m trying to debug this but it’s a bit complex.
But I’m sure that the crashes are not linked to the version of 3DSMax…
That occurs because I use the interface channelInfo to copy channels.
There are not enough acces to channels. Nothing to test if a channel exist already or not for instance. And each object type has a slightly different reaction.
Because of that to write a stable function is a terrible spot.
In fact I’m surprised that you have crashes after 2 unwrap.
I don’t understand why but my 3dsmax seems more stable than yours.
I have tried myself to crash max and finaly i have found one way to crash my script in 5-7 multi-unwrap.
So If you have a short method to produce the crash, please give me more details on this. I like bugs :o)
What are your actions ? the channels you use, the type of objects you unwrap…
I just rewrote a part of the script where there were problems.
I abandoned the use of the function channelInfo and the problems of crash seem to have disappeared… But the use of the “Map Channel Info” is disadvised with this script :o)
If you encounter bugs or problems that I am not aware of, please send me yours comments.
Any suggestions are welcome.
Hey pretty pixel, thx for this handy tools. It’s going to be a pretty good time saver
A new mode for welding mapVertices is added: ‘break + clusters weld’.
That avoid to weld mapVertices beetween various clusters.
That become the default mode.
Find It on scriptspot.
that is strange to you? after years workin with max in the game industry, it is totally normal to flip the normals after resetting a mirrored object
Pretty Pixel, you asked to have your script tested in Max 5, and it doesn’t appear to have any effect. I cannot edit the uvs when multiple objects are selected. This is a bummer for me, because our game engine is using Max 5 because we are too deep in development of our tools to upgrade. But, I’d love this functionality!! Instead I’m exporting to Maya and doing my UV placement in there because it does support multi obj uv editting.
Hi Larpo
Unfortunately, I don’t have 3DSmax5 to make the tests. But if you agree, I can send procedures of test to you to determine where are the specific instructions for 3DSmax6&7.
Thus I could make a compatible version 3DSmax5.
If you are interested, contact me on my email: gray@skynet.be
thanks
I’ve only recently found this script, but so far it’s proving to be massively useful. Thanks a lot.
I’m running it under max 5.1 and it seems to be working fine. I’m not trying to do anything clever, just select multiple objects, press the unwrap uvs button. Unwrap them, texport them, Set uvs. All done. Works a treat. Should be great when I come to do some lightmapping.
Thank you for your answer robinb.
I like when somebody says to me that the script works. :drool:
And Larpo did not write to me…
Yes : Typically this script can be used to make lightmaps but also to make the textures for characters or vehicles (with all the parts in one bitmap)
In fact, I have another script specialized in lightmaps. Its originality is that it calculates the spacing between clusters in PIXELS.
It’s useful when I use ‘Render to Texture’ with the option ‘Edge Padding’ … because the unit of ‘edge padding’ is the pixel.
I don’t use the terrible ‘Automatic Unwrap’ … I do not understand how people dare to use this option.
I obtain a better optimization of the space with my script ( pixelPack ).
I have not yet posted this script because I have not enough time for the moment but soon it will be there.
Maybe other users of 3DSmax 5 could say to me if the script works with max 5.xx ???