Forum Groups
  All forums
    Help & Feedback
      Work in progress
      Finished Art
      Non-Max related

Featured Threads
  inspiration alert!!!
(37 replies)
  Indespensible MaxScripts, Plugins and 3rd Party Tools
(37 replies)
  The allmighty FREE Resources Thread !
(17 replies)
  spam alert!!!
(4886 replies)
  Maxforums member photo gallery index
(114 replies)
  Maxforums Member Tutorials
(89 replies)
  three cheers to maxforums...
(240 replies)
  101 Things you didnt know in Max...
(198 replies)
  A Face tutorial from MDB101 :D
(95 replies) Members Gallery
(516 replies)
(637 replies)
  Dub's Maxscript Tutorial Index
(119 replies)

Maxunderground news unavailable

Bit of Maxscript help..
show user profile  Coxy
Hey guys.. I am calling on the Maxscript gurus!

I have a load of instanced/referenced buildings. Some of them have FFD boxes on them to change their size etc, as I am using the same base, but in doing so it also changes the underlying maps and stretches them out of proportion (roof tiles etc, either too small or too big). All of the textures used are in real world coordinates, so what I want to know is..

If it is possible just to effect the the real world coordinate scale so that they can be re-sized properly for all of the different instanced/referenced buildings without touching their base orientation? The angle of the maps are all correct, I just need them to be scaled back into size after the various references are altered and I really don't fancy going through them individually..
read 710 times
4/15/2015 3:00:33 AM (last edit: 4/15/2015 3:01:20 AM)
show user profile  reeves1984
I'm a bit confused what you want to do.

You need to scale the UVs based on the FFD?

Simon Reeves - VFX Artist & Blog
twitter <-- I work here

read 691 times
4/15/2015 10:26:48 AM (last edit: 4/15/2015 10:26:48 AM)
show user profile  Coxy
Ok. I'll try and explain it better.. If I create a building, add the UVW modifier, position everything and then make a reference of it, the reference will have the roof tiles at the correct real world unit scale and orientation etc.

If I then scale down that reference to be smaller, or stretch it to be longer etc, the tiles scale with the building, so what I want to be able to do is to reapply the correct world unit scale to the maps after I alter the references without needing to go back and individually go through new UVW modifiers for every building.

The UVWs are already in the correct place, all I want to know is if it's possible to reapply the world unit scale to the textures without touching anything else to do with their position/rotation and across every reference in the scene.
read 678 times
4/15/2015 6:37:13 PM (last edit: 4/15/2015 6:39:44 PM)
show user profile  br0t
I don't completely get it either.

I noticed when I scale the reference down using an FFD and then apply another UVWMap modifier on top, check real world scale, the texture is sized like in the base object again. Is that what you want, while preserving the other UVW settings like the Gizmo etc. ?

never get low & slow & out of ideas

read 664 times
4/15/2015 9:18:43 PM (last edit: 4/15/2015 9:19:10 PM)
show user profile  Coxy

Yes, it scales fine with the new UVW modifier, but it is also based off of the new UVW modifier gizmo. This is what I don't want, because I have brickwork/tiles running in specific orientations and if I rotate the building and then apply a new UVW modifier it is now facing whatever direction the gizmo is in.

I also have various sub-objects like arches etc all attached to the same object and using a simple box/plane/cylinder map of a UVW modifier will not give me the right placement.

I want to know if there is a function in Maxscript to scale all UVWs to real world size (on a series of objects using their *current* UVWs) without touching any other property (rotation, scale etc) and without assigning a new UVW gizmo orientation.
read 654 times
4/15/2015 10:26:12 PM (last edit: 4/15/2015 10:28:07 PM)
show user profile  Garp
The thing is: what does 'real world size' mean?
After 'scaling' some polygons with an FFD, there is no scale information stored anywhere. A script would have to compare each 'scaled' polygon with the original to determine scaling factors and then apply them to the corresponding UV polygons. This could be a real mess, UV coords outside the UV square, UV polys attached but not 'scaled' the same, etc. Is the texture map tilable? Is placement inside the map important or only orientation and size? And probably other things. There just seems to be too many special cases for a script to be more efficient than manual adjustment.
Sorry to say, Coxy, but it just sounds like poor planning :\

read 648 times
4/15/2015 11:23:51 PM (last edit: 4/15/2015 11:23:51 PM)
show user profile  Coxy

Don't be sorry! This is all part of the process of working with academics who constantly thow up interesting problems. :)

So, I thought attaching an image might help, so see above (representing say a building with a window). The bottom right object is the original, the other two are references. The tile ridges are splines linked to the base that can just be resized to match what I do with the object base and they automatically scale to the right size.

The problem are the tiles. They scale fine, into the real world map size when I apply a new modifier, so Max can obviously understand the scale they need to be at, I just want to keep their initial orientation. I need a way to scale them to the real world map size, after modification without touching their orientation and unless i'm being dense I just can't seem to find an option, or way to do it.
read 643 times
4/16/2015 3:01:48 AM (last edit: 4/16/2015 3:06:31 AM)
show user profile  Garp
If you're deforming through an Edit Poly modifier, checking first Preserve UVs might do the trick.
No idea how to do it with an FFD.

read 632 times
4/16/2015 3:26:43 AM (last edit: 4/16/2015 3:26:43 AM)
show user profile  ScotlandDave
I think what you'll have to do, with the above example. is planar map each polygon surface separately. So for example a separate planar uvw map with tile on for each group of surfaces that orient the same way..

I think what is happening ( as you've probably identified ) is when you scale or resize the base mesh, it is moving outwith the bounds of the Box mapping, which then projects the textures onto the mesh differently - does it kindof snap out of alignment as you scale the base up?

Planar mapping the separate surfaces should fix that i think..

Website | Blog | Contact | Vimeo

read 631 times
4/16/2015 3:28:27 AM (last edit: 4/16/2015 3:28:27 AM)
show user profile  Coxy
Yeah I tried both of those.

With the preserve UV's it scales ok up to a point and then it begins to lose it's shape. I just wish there was a way to just scale them in proportion and nothing else.

The way i've been doing it right now is by adding a uvw unwrap modifier to the objects and manually scaling them back by eye. Still it would be nice to be able to do it quicker, or break open the uvw modifier and see exactly what it is doing to scale it to the real-world map size.
read 623 times
4/16/2015 4:16:37 AM (last edit: 4/16/2015 4:16:37 AM)
show user profile  ScotlandDave
Planar mapping them separately doesn't do it?

Website | Blog | Contact | Vimeo

read 620 times
4/16/2015 5:11:33 AM (last edit: 4/16/2015 5:11:33 AM)
#Maxforums IRC
Open chat window