Having issue with the Unwrap UVW tool. When I open up the UV Editor and try to edit a texture using Freeform Mode I'm unable to grab the handles without the tool attempting to use rotating mode. I don't want to rotate the texture, I want to grab a handle and stretch the texture either vertically or horizontally.
Additionally, when hovering the mouse over other handles, the tool goes into Scaling mode. After trying different options, including turning off and on Real World Map Size and Generate Mapping Coordinates, the Freeform Mode tool continues to be stubborn defaulting to Rotation and Scaling mode only. I'm starting to believe the tool is broken .
Is there a function, script or way to use the type-in transform tool in the unwrap edit window? I know there was a script (Unwrap Tools 1.6) a few years ago I used with 2009 but you had to overwrite max's default unwrap edit window, and I don't want to do that. I'm using 2012 design now
I just downloaded de Maya 2013 bonus tools, and when I use the auto unwrap tool, the buttons that used to cut, select, continue even cancel dont show; but the "click area" still works, the problem is to find it
In Maya 2012, this plugin works fine unfortunately I dont have access to that version anymore.
I'm using the UVW unwrap on a plane I am currently working on. The bitmap is the exact same size as the print screen of the flattened map but when I bring in the bitmap to match up with the unwrapped modifier the bitmap is completely skewed to shit.
So I uncheck Use Custom Bitmap Size and then it does this. It makes my object much wider than it actually is and there is no way to adjust it because the scale tool only works on the whole object at the same time and not just one axis.
URL....a project I have that was working fine up until I opened it today and tried to edit it a bit has stopped loading the UVW map onto the object. Did I somehow disconnect it from the editable poly or activate something I shouldn't have?
Trying to spline map a chacker map onto a simple spline that has been converted to an edit poly using the Unwrap UVW modifier. Here is the process that I went through:
1) Draw line 2) Array a 2nd copy in the exact same place 3) Create radial thickness on the copy under 'Rendering' rollout. 4) Convert to editable poly 5) Apply checker map standard material 6) Add 'Unwrap UVW' modifier 7) Under 'Unwrap UVW' modifier select 'face' sub-object 8) Select 'Spline Mapping' (in 'Wrap' rollout) 9) In 'Spline Map Paramters' dialogue box select '- Pick Spline -' 10) Select original line.
The UVW gizmo should be tightly fitted to the object with the checker map nicely mapped following along the spline but instead I'm getting a huge UVW gizmo and horrible mapping (see first attachment).
The second attachment shows what I'm trying to achieve. Also.. it works fine when the spline is very large. Is this due to my system units being set to meters?
I am currently trying to unwrap a weapon for texturing and some of the faces are flipped only in the UV Editor. I have the option under xView Flipped UVW Faces checked on and they only pop up when I have the Unwrap UVW Modifier highlighted and in use. I've tried to flip them or mirror them under the editor but it doesn't seem to work. Under Edit Poly, Flipped UVW Faces isn't applicable. I even tried deleting a polygon and creating a new one in its place but I get the same result. I also reset x form just to see what would occur and they are still there. I'm to the point that I think it isn't as big a deal as I'm making it out to be but want to get a second opinion before I move on to unwrapping.
I created a planar projection and then I couldn't move the selection in the Open UV Editor. I found that you can't move them if the vertecies are moved in the W direction, so to flatten them. It sounded odd, but I thought I'd look into it.
So naturally I ctrl+click on Vertex to convert my selection. Both are selected now?
I went back and forth a couple times, and I still can't move my selection. It only scales, and it's pinned in the top right corner.
I exited that and went down to the base, editbale poly vertex, made a selection, and converted it to faces. Worked like I expected (and is also poorly documented in the help file because I knew it was there somewhere but couldn't find it).
I went back into the Unwrap UVW modifier and I can now move the same selection. So that's fixed, but I'm still wondering how to convert selections. I can't get it to work.
I have been having some issues within the unwrap editor and do not seem to find a similar question here. Basically we are creating models of tractors so the left and right sides of certain parts are just a mirror of each other. Regardless of which piece I'm applying the modifier on, when I save the UVW and apply it to the complementary/opposite piece on the other side the unwrap looks perfect, however the textures look stretched/warped. The only way to correct this is to reset the unwrap and re-flatten and redo the whole piece (unwrap) again. Basically not saving any time by "loading" the previous unwrap that I had just saved. Since the unwrap itself looks like the saved one BUT I was wondering if somehow the vertices are being swapped like X is now Y, Z is now X, etc. The viewports show the XYZ orientation still correct but the UNWRAP seems to be different.
how to unwrap UVs in symmetrical mode? In Headus UVlayouts, we just set only one side of the geometry (exp human head model) and then we mirror it to the other side. Is there any possible to do it in native Unwrap UV in Max?
Looking for a way to UNWRAP or FLATTEN artwork such as a LABEL from a cylindrical shape such as a wine bottle? Something that is correct in proportions when extracted. I can kind of do something like this in photoshop using the WARP tool...but too clumsy and not accurate. I have also tried using 3D Studio Max which is my best bet, but wondering if anybody knows anything about what I am looking for.
Wonder if the 3D layers in PS CS3 may help? I used to also use the 3D transform plugin....but the UI screen is too small to work in all the time and has been removed and have to reinstall each version.
I usually have digital photos or traditional photos taken at perspective angles, and need to extract the curved artwork from the curved surface to a flat surface. I have also used Canoma, but not high enough resolution and detail for the 3D cylinder shapes.
Now I want to reset all the faces in the Unwrap modifier. This is hard to explain. I want every face to match the texture, so the UV coordinate of all the vertices should be (0,0), (0,1), (1,1) and (1,0).
I know previous versions of Max have this feature. When you do a planar projection on a face it should retain the aspect ratio of that projection rather then squashing the UVs to fit in the entire box.
Not having this work correctly results in the user having to rescale the UVs so they aren't squashed again and its a waste of my time.
Is there a "Keep aspect ratio" option I'm missing when using the Max 2012 UV projections tools?
I select the edge and I click unwarp with roadkill, but nothing happens. in the MEL bar gives me this error: Warning: file: C:/Program Files/Autodesk/Maya2011/scripts/RoadKill.mel line 177: Option "Use legacy vertex order" will only take effect when option "Multiple Objects" is enabled.
I really like the update of unwrap UVW in 3ds max 2012. But when I want to unwrap large object, it is so slow, lagged and dragging. I switched D3D, but it did not work as well.
I am using 3ds max 2014 and have not been able to select faces when using the Unwrap UVW modifier. My only choices are vertex, edge and polygon. I've tried to use flatten mapping with polygons instead of faces, but I'm not getting the results I want that way.
I've made sure that everything is converted to editable poly. I've re-imported everything to see if that changes anything, and still nothing. I'm attaching a screenshot of my unwrap uvw rollout in case that's useful.
Another annoying difference between Max 9 and 2012: I have to select the Freeform Gizmo for every instance of an Unwrap UVW editor. It seems the new default is Move Mode and in Max 2012 there is no memory of the last selected state. Ug!
The 'Save Current Settings as Default' is not useful.
Any ini setting which will set the Freeform Gizmo to the default?
I have these two pipes, one is 4" diameter (running horizontally) and the other is 6" diameter running at a 30degree from horizontal angle. eventually the two hit, and at that intersection I need to make the 4" pipe join to the 6"' pipe, which then continues on its merry way farther down the structure. So I can extrude the two pipes, and I can even make a union and then remove the excess of the 6" pipe, because what I am really looking for is: a cutting diagram for the joint where the remaining 4" pipe hits the 6" section. A cutting diagram for the short piece of a Y joint.
I can make this image appear on my screen, but I am then stumped as to how to unwrap the pipe into a flat section so that I can see the curvature of the cuts required in planar view, for the real pipe that I have on my shop floor.
In ps7 editor I can have 2 pictures cascaded and using the marquee tool and the move tool insert a section of one picture into the other. I cannot do this in ps11, what am I doing wrong?
The brush tool loses the outline of the tool as the diameter gets larger. e.g. at 175px there is a fill outline of the tool. At 200px only a semi-circle is shown.
Im trying to show some measurements in layout view. But when i dimension between 2 points i get the number 71,84. When i use the measure tool in model view i get 1150mm which is the correct length.
Sure there is some simple reason why the two arnt coming in with the same value. Also it isnt an issue with Units as i have checked both and they are both in millimetres.