I don’t see this mentioned anywhere or maybe I’m just blind. :shrug:
Hows the UVmapping
It’s definitely a weak area compared to say Maya, though the ability for a single patch to have differnt sets of UV’s is pretty sweet. Hopefully they will take a look on improving it in v11. The ability to break apart and reweld spline without them going haywire would be nice, as would having access to the normal suite of tools (scale, rotate, etc).
MF:
I don’t know if you’ve still got Matin’s ear on community requested improvements, but I’ll second your opinion on improving the UV mapping interface. It’s sort of like a tease, like saying, “look, here’s the ability to do somthing like much of the rest of the industry, but you’ll have to do it point by bloody point.” I don’t what’s preventing the normal tools from being active while editing uv’s but that ‘going haywire’ bit is quite accurate. There should be some way to: a) determine and select which points you want broken at a given intersection b)selectively join points using a method that isn’t ‘get a couple points in the same general area and they automatically mate’ c)fix the bias when it gets messed up (which will happen when seperating points).
In its current state, the UV editor is suitable for cleaning up decal stamps gone awry on a small scale, but really not too good for mapping something like a face the same way you might in MAX
Well I know changes to the UV editor are off the table for 10.5. They’ve really commited to no feature creep on 10.5 and it really shows in the increased stability. Kudos to Hash for that!
Personally I think if everyone who wants to see this feature expanded upon would send an email to Steve, this would increase the chances of it being done in v11. The earlier the better. If the guys tackle 11 with the same fervor they did 10.5, it should be one helluva release!
I’ve honestly never needed to use the UV editor. I find that simply being able to layer my decals onto the model precludes any of the issues that a traditional NURBS style model has and needs UV editing for. HASH pretty much put that there for small tweaks, with as flexible as placing decals is in the interface they feel UV editing is not needed.
Will Sutton’s Face mapping tut is the first useful thing i’ve seen done with UV mapping but in all honesty, I think flattening the mesh in action and using that to paint my maps is still easier.
just my 2¢,
-David Rogers
I think if your models are only going to be used in AM, then the UV editor is less useful. However if you are exporting out of AM in to a game format, it is nice to have. It’s actually pretty low on my wants list thanks to Arthur Walasek’s obj plug in. You can export to other apps that are excellent at UVUnwrapping like Wings3d, UVUnwrap, DeepUV and Maya …great using a $2,000 app as a plugin for AM 
It’s also nice if you want to dump out to a 3d painting app.
I’ve sort of wondered about that. If you take a model into something like Ultimate Unwrap or wings3d, how do you get the UVs back into AM?
I agree with David, the UV editor is really intended for small tweaks to the decal.
I made the face mapping tutorial in response to someone who had complained that there was no UV editor at all in A:M. It was a way to show how it works and a possible application.
I usually just use planar decalling from a modeling window, and use the editor to adjust any stretching–which you can adjust real-time watching the decals update in shaded mode in another window.
If you want access to all of the modeling tools to adjust the mesh, do all of your decalling in muscle mode in an action! You can tweak it into position, stamp it, and have all the control you want!:applause:
Originally posted by Obnomauk
[B]to the best of my knowledge there is no way to get UV’s into A:M…anyone?
-David [/B]
Arthur Walasek’s obj plug in for v10 (not 10.5) has imported UV’s for awhile. The latest version now exports them as well.
You can download it at: http://12.213.91.41/AM/OBJ10.hxt
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