[Closed] UVW Unwrap – Lattice
Hello Guys,
Very simple question… do you know where can I find (if there is any) a script that creates a lattice in UVW Editor to control UV’s ? Something like FFD modifier…
Maybe you also know other useful scripts for the editor.
After switch back from Maya I’ve found MAX’s UVW Editor lacking many features.
I was looking on scriptspot.com but did not find much
Cheers
Hi,
You can use channel info to copy paste UVs into mesh topology, then use any modifiers and then change back:
-
tools menu channel info…
-
make a new channel (name it Original Mesh)
-
copy 1st channel (ID mesh) to this new channel
-
copy 6th channel (ID: 1:Map) to 1st channel (ID: mesh)
note: your mesh will now ve VERY small, (0>1) but you can now use any existing modifiers to modify it. -
copy/paste the mesh channel (1st channel) to map channel (Id 1:map)
-
copy the original mesh channel from step 3 back to 1st mesh channel
script:
--------------------------
-- UV_to_Mesh.ms --
-- Author: Zbuffer --
--------------------------
(
fn UVsToMesh obj =
(
channelInfo.addChannel obj -- add a new channel
channelInfo.NameChannel obj 3 2 "Original Mesh" -- name it
channelInfo.CopyChannel obj 1 0 -- copy mesh channel
channelInfo.PasteChannel obj 3 2 -- paste mesh channel to new channel
channelInfo.CopyChannel obj 3 1 -- copy UV channel
channelInfo.PasteChannel obj 1 0 -- paste UV channel to mesh channel
max tool zoomextents all -- update views
)
fn MeshToUVs obj collapse =
(
try (channelInfo.NameChannel obj 3 2 "Original Mesh") catch (format "ERROR ! Use copy First !
"; return OK)
channelInfo.CopyChannel obj 1 0 -- copy mesh channel
channelInfo.PasteChannel obj 3 1 -- paste mesh channel to UV channel
channelInfo.CopyChannel obj 3 2 -- copy saved mesh channel
channelInfo.PasteChannel obj 1 0 -- paste saved mesh channel to mesh channel
channelInfo.ClearChannel obj 2 -- delete the new channel
if collapse do collapseStack obj -- collapse stack
max tool zoomextents all -- update views
)
global RO_UVMesh
try (destroydialog RO_UVMesh) catch()
rollout RO_UVMesh "UVs to Mesh"
(
button btn_UVsToMesh "UV > Mesh"
button btn_MeshToUVs "Mesh > UV" enabled:false
checkBox chk_collapse "Collapse"
on btn_UVsToMesh pressed do (if selection[1] != undefined do (UVsToMesh selection[1]; btn_MeshToUVs.enabled=true))
on btn_MeshToUVs pressed do (if selection[1] != undefined do MeshToUVs selection[1] chk_collapse.state)
)
createdialog RO_UVMesh
)
Note: not heavilly tested… but it works…
Hi there! awesome tip! but i have tried and it works with some objects and it doesn´t with some other…any idea about what could the problem be?
thanks!
difficult to say without having a look at it.
Could you post a file showing the problem ?
Hey Zbuffer, got it now, it seems that there are problems with editable polys so i had to convert to editable mesh, once i did that everything went well, thanks for the trick!