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View Full Version : Mirai-style edgetools!?


Flinch
11-01-2002, 05:37 PM
does anybody know if there are some scripts for mirai-style edgetools like connect vert/edges? i just know the mjpolytools, but they are slow as hell when you use them for a while. even when you turn off and freeze your history. it takes up to 1minute or more just to connect a bunch of edges.

have a nice day...

__Flinch

NeonGuy
11-01-2002, 06:31 PM
i use MJPolyTools and it works fine. it's slow only when u have a lot of geometry.
btw don't use everywhere this script. use it when u really have to use it. the split poly tool is a great thing in maya. use that often instead of MJPT.

swag
11-01-2002, 09:05 PM
Hi, in the AW game pack there are some scripts but they are slow too - i think someome have to write some poly plugins :) that give us all the features in a nice speed i read the new API have a better poly intergation so it is easier to write some nice plugs ;)

stzaske
11-02-2002, 05:08 AM
I agree, I'd love to see a plugin that emulates Mirai. I've seen some of the Mirai modeling movies, and they just make me SOoo jealous.

iC4
11-02-2002, 09:51 AM
i think mj polytools are fine, the connect edge and loop split works really fast. just the connect vertex is a bit slow, but here you can use the split poly tool

bentllama
11-02-2002, 09:53 AM
I have been bothering a software engineer buddy of mine to develop something like this... a package of tools that emulate Mirai functionality, but he does not beleive me when I tell him the immense need and call for tools like this...

One of these days I will convince him... :)

[ "claydough" simulates Mirai's magnet tool pretty decently [i used to use Mirai and i miss some of the functionality too :)]]

Mikkel Jans
11-02-2002, 12:41 PM
If you experince any slowdown problems with MJPolyTools then try not to use any of these commands:

Connect Vertices / Edges / Faces Without Slide
3 / 5 Faces to Quads
Extrude Vertices Together


In Maya, the only way i can script it to create new edges is by useing the polySplit tool.
The problem with this tool is that it's very slow, and it creates a node for every split.
3DMax has a script command which just creates an Edge between 2 vertices, and executes really fast.
If only Maya had a MEL Command like the one in Max i would be able ro recreate MJPolyTools and get rid of all the slowdown problems.

-wT-
11-02-2002, 02:56 PM
I've tackled with this very same issue too, and like Mikkel Said, that damn polySplit is the devil behind all this!

But, my script was ment to be so optimized that it wasn't supposed to matter. I think I came up with pretty good ideas, too bad I'm an LW'ist nowadays so I'm not developing it anymore :hmm:

Maybe if someone wants to continue with it, I could make sure the code is well documented, and I could write a todo -list of the ideas on how to further optimize the speed of it.
The code isn't complete yet, but I've done it so it's supposed to connect multiple edgeloops, edgeloops with verticles, only verticles and so on. Like you could select anything you'd possibly want and it would connect them correctly.

Actually, now when I think about it, most of the code isn't done, but all the ideas are still in my head :)


But still, if someone wants to bother with it, I could maybe look at it and document it properly and give it to all of you :shrug:

Mauritius
11-02-2002, 03:23 PM
Why don't you guys use the free Wings modeler?
It works like Mirai, it has a Maya camera mode that makes you feel at home and it integrates excellent via the wavefront OBJ format, which includes UVs.

.mm

-wT-
11-02-2002, 03:26 PM
Originally posted by Mauritius
Why don't you guys use the free Wings modeler?
It works like Mirai, it has a Maya camera mode that makes you feel at home and it integrates excellent via the wavefront OBJ format, which includes UVs.

.mm


Yeah, that was exactly the thing which worked for me too. Especially the seamless obj exporting/importing between the programs :)

Mikkel Jans
11-02-2002, 03:32 PM
Maybe if someone wants to continue with it, I could make sure the code is well documented, and I could write a todo -list of the ideas on how to further optimize the speed of it.

If you have found a way to create new edges without useing polySplit, i would really like to hear it.

-wT-
11-02-2002, 03:38 PM
No I don't I'm afraid, but I think I have a solution to it:

By the way, I'm not 100% sure if this is correct, but anyways. If you just copy&paste the polySplit line which connects the edges you want, it's fast isn't it? So, the slowness comes from a) Getting the proper order of the edges being connected, and b) Making the bigarse line of polySplit which will run at the end of the script.

I think I have quite nice solutions for the a) problem, and I have some ideas for the b) also. So although the polySplit is causing this all, it isn't causing it by itself but the things you have to make to actually use the polySplit.

Mikkel Jans
11-02-2002, 03:40 PM
Yeah, that's allready how it works.
The problem from Connect without Slide is that it needs to create alot of polySplit nodes.
The Connect with Slide does only create 1 node, but also doesn't work in some situerations.

Mikkel Jans
11-02-2002, 03:49 PM
i have bean thinking about useing the Divide Faces and then delete Edges. Maybe it's faster.

dmcgrath
11-02-2002, 08:13 PM
I think that hte really best way to split polys is with the Split Polygon Tool. It takes a lot longer, but ultimately you have allthe control you want. It is just like using any other drawing tool in Maya. If you dont like where you are splitting, use the backspace key and it will go back one step at a time. I use MJPoly all the time but I only use one or two of the options that are there. That is probably the reason why I've never had any slowdown with it.

Missing Link
11-04-2002, 12:59 AM
Ya all should check out Wings 3d it is an exellent program then was designed to model like Mirai. Plus it FREE.

www.wings3d.com (http://www.wings3d.com)


Len:bounce:

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