Tuhopuu2 / OSX (2004/05/23) UV LSCM unwrap

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Money_YaY!
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Tuhopuu2 / OSX (2004/05/23) UV LSCM unwrap

Post by Money_YaY! » Wed May 19, 2004 7:49 pm

Now, don't go crying and tell me it does not work faive days later. I need to know if it will start for you. Built on Panther no clue of jaguar

http://www.aprilcolo.com/oh/natch/simpl ... s/lscm.zip

Experimental support for LSCM UV unwrapping, as explained in:
http://www.loria.fr/~levy/Galleries/LSCM/index.html
http://www.loria.fr/~levy/Papers/2003/pg2003_hlscm.pdf

Currently the code only does the unwrapping part of the LSCM algo. LSCM also
includes some algorithms for full automatic unwrapping. This code is not quite
finished (not to say hackish :), but commiting it to cvs will ease
collaboration.

A conditional compilation option has been added to scons. In config.opts,
Setting USE_UNWRAPPER to 'true' will compile SuperLU, OpenNL and the
unwrapping code. A UNWRAPPER #define is used throughout the code for the
conditional compiling.

Some instructions:
- Press U > LSCM in faceselect mode to do the unwrapping.
- For marking seams, select the edges in editmode, and choose Make Seam from
the Mesh > Edges menu in the 3D view.
- Press L (Select Linked) in faceselect mode to select a seam group.

JA-forreal
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Post by JA-forreal » Thu May 20, 2004 12:02 am

Sir, you are toying with me are you not?

Hey that's good news! Any chance of a Windows version coming out soon?

cekuhnen
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Post by cekuhnen » Thu May 20, 2004 8:05 pm

it works here on tatest os x

claas

shadowdragon
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Post by shadowdragon » Fri May 21, 2004 1:17 am

It won't launch for me :( I'm on 10.3

JA-forreal
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Post by JA-forreal » Fri May 21, 2004 2:25 am

Oh man! It works!

I just tested it out by selecting some uv faces that are below the surface of a group of faces. It just spread the faces and flattened them perfectly. Now I understand that we will soon be able to just spread out the uv skin map of an entire object using seam selection etc. This is the stuff that uv dreams are made of! My thanks go out to all of the coders who are working on this fine project. I don’t see the “make seam” feature in my windows version.

Here’s to the best way of getting at digital nose and ear hairs on a 3d character!

Blend on!

Monkeyboi
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Post by Monkeyboi » Fri May 21, 2004 3:02 am

It works, but I can't really get it to spread things out nicely. It just kind of curles some UVs down in the corner (testing with Suzanne)

Maybe you should call it 'Make UV Seam' or 'Make UV Mapping Seam' so that you don't create confusion (people could think the seams were a modeling feature).

Seamingly this has good potential (pun intended).

EDIT: What is the Pin feature for? BTW Relax is still uber cool, would like to see that in BF too.

JA-forreal
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Post by JA-forreal » Fri May 21, 2004 5:03 am

Monkeyboi wrote:
EDIT: What is the Pin feature for? BTW Relax is still uber cool, would like to see that in BF too.
How do you get Relax to work in Tuhopuu? When I apply it I see no change in the uv's. I tried selecting the whole set of uv's and then parts but nothing happens. In the other 3d mapping apps that I have tested Relax uv's works as expected. Can you give me some tips that will help me to get the Relax feature to work in Tuhopuu? Thanks.

bjornmose
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Post by bjornmose » Fri May 21, 2004 9:36 am

Monkeyboi wrote:
EDIT: What is the Pin feature for? BTW Relax is still uber cool, would like to see that in BF too.
pinning tells LSCM the UVs to stay in place
(without manual pinning 2 UVs are choosen by some automagic )

so once you did a cylinder map, you can pin 2 (or more symmetric) UVs close to the seam to preserve symmetry and orientation

hmm . . results are sometimes surprising
depending on seams and pinning
.. just think of how many possibilities there are to peel an orange !

bm
Last edited by bjornmose on Fri May 21, 2004 9:55 am, edited 1 time in total.

bjornmose
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Post by bjornmose » Fri May 21, 2004 9:48 am

JA-forreal wrote: project. I don’t see the “make seam” feature in my windows version.


Blend on!
did you DL tuhopuuNG? Mine is working.

edit mode header menu,
mesh->edges pop up menu, at the bottom

bm

Monkeyboi
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Post by Monkeyboi » Fri May 21, 2004 5:50 pm

bjornmose wrote:so once you did a cylinder map, you can pin 2 (or more symmetric) UVs close to the seam to preserve symmetry and orientation
Hmm can't really get it to work as expected. After doing an unwrap I select some UVs and pin them(they become red). Then I do a new unwrap. The pinned UVs get unwrapped together with the rest... Hmm, did I misunderstand?

blendix
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Joined: Wed Oct 16, 2002 1:00 pm

Post by blendix » Fri May 21, 2004 6:22 pm

Monkeyboi: The pinning at this moment is a little confusing. Now UV's are pinned, but only relative to each other. The result still gets moved and scaled into the image rectangle.

And yes, we need a hotkey for seam marking. Suggestions for it are welcome :D.

malefico
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Post by malefico » Fri May 21, 2004 9:43 pm

I said this at elysiun, but I'm so happy I don't mind repeating it here. This is great. UV Editor is now something very similar to what I dreamed a few months ago (Monkeiboy will understand me).

Seams are a perfect way to organize face selections too, not only for LSCM. I wanted face groups (instead of vertices groups which are uncomfortable to manage for this), but using seams and "L" to select groups of faces is a very comfortable and flexible way.

If you could add a little colour to faces selected in face select mode (instead of the barely visible lines), that would rock.

Maybe you could add the Make Seam option in the special W menu to make quicker access.

My hotkey suggestion: SHIFT + B (for Border if you like)

Cheers.

malefico.

JA-forreal
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Post by JA-forreal » Fri May 21, 2004 10:20 pm

bjornmose wrote:
JA-forreal wrote: project. I don’t see the “make seam” feature in my windows version.


Blend on!
did you DL tuhopuuNG? Mine is working.

edit mode header menu,
mesh->edges pop up menu, at the bottom

bm
I got it! It's all good.

cekuhnen
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Joined: Mon Jan 13, 2003 11:04 pm

Post by cekuhnen » Sat May 22, 2004 2:07 am

i tryed out this tool since i understood it onyl 45 mins ago ;)

pretty cool i just ask myself why the heck the mesh gets distoreted in blenders UV mapper and still scaling totaly destroys the mesh structure.
it works like scale with fractal random translation.

claas

Monkeyboi
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Post by Monkeyboi » Sat May 22, 2004 4:06 pm

malefico wrote:If you could add a little colour to faces selected in face select mode (instead of the barely visible lines), that would rock.
This would be a huge improvement. It's very hard to see what you have selected in UV/Face Select mode! (In the 3D window..)
malefico wrote:Seams are a perfect way to organize face selections too, not only for LSCM. I wanted face groups (instead of vertices groups which are uncomfortable to manage for this), but using seams and "L" to select groups of faces is a very comfortable and flexible way.
Yeah, that's really nice, didn't discover that untill you pointed this out. Select Linked Faces is missing from the select menu in face select mode by the way. Not that I don't know how to press L, but for non-expert users I think it's important.

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