MCG MorphToUV
This MCG will morph your geometry to UV, much like in ZBrush. Please note this is a morpher not an unwrapper. You'll notice in the video that after I applied the mcg, the geo appears faceted. This is the 'ways' of MCGs, it breaks up the verts/normals. I didn't put an mcg Weld in there coz it's a bit slow and crash prone with high res geos. A Welder modifier is also slow. So the best solution I've found is to simply add an Edit Poly on top, select all verts and weld with a very small threshold, say 0.01, then also set your smooth groups here.
ps: if you plan to skinwrap a low-res object onto this flattened object, then don't do any welding so the verts count is consistent.
Ver 1.01.00: minor cleanup, took away Geo channel since you always want to see your geo in the viewport anyway, also added 1:1 XY Multiplier
Update: after the mcg is applied, your geo appears to be faceted, this because the normals are broken up and scattered a bit. This only happens if your geo was created in Max or you have applied a Reset Xform/collapse on it. So once your geo has been properly Resest Xform/collapsed, export it out as FBX or OBJ, import it back in, apply MorphToUV and it will not be faceted (the tris are still broken up tho!)...yeah...thanks very much Reset XForm !!!
Ver 1.02.00: added SwapYZ/Flip so that the flattened out geo can be either standing up facing the front or lying down on the ground, this is to help with whatever way you prefer to skinwrap or vertex paint.
Ver 1.03.00: added a Low Rez Pre Cut option for ppl that need a low rez version for skinwrapping. Pls see 2nd video for 'how to'. Pls note: ignore the part where I added a Welder modifier, that's totally uneeded as the Weld is already done inside the MCG, just collapse at 100%, silly me.
Attachment | Size |
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vu_morphtouv_1.00.00.zip | 12.49 KB |
vu_morphtouv_1.01.00.zip | 12.48 KB |
vu_morphtouv_1.02.00.zip | 17.03 KB |
vu_morphtouv_1.03.00.zip | 17.91 KB |
Comments
nor '21
I'll post an error log soon if anybody's interested!
In 2019 not works too...
In 2019 not works too...
Royal Ghost | veda3d.com
well all seems to compile happily to 2018...
but it's not working...due to some changes to under the hood I guess...
This is why I never bothered with 2018, they screwed the custom UI and never bothered to fix it (No, telling to ppl to use 2019 instead is not an option, if a ludicrous error was introduced into 2018, it MUST be fixed in 2018)
Sorry folks, I'm staying on 2017.
likely cuz of flaky autoconversion
i'll have a look tomorrow.
It seems it doesn't works in
It seems it doesn't works in max 2018. :(
Royal Ghost | veda3d.com
won't compile with EXT2
I've posted what I think is a critical bug here...
http://forums.autodesk.com/t5/max-creation-graph-mcg/critical-ext2-error...
So ALOT of other tools that use Map Channels would highly not likely to compile also...
so let's wait for the devs to scramble...
possibly...
I did RnD with live geo editing and passing the results up to an UnwrappUVW...but it was a bit unstable...don't know if SP2 has since alleviated the problems or not...might try again soon.
Very cool and useful, used to
Very cool and useful, used to do this manually in channel editor panel manually which was very time consuming.
Quick question/suggestion: Would it be possible to creat a live connection and/or a sort of a "Sync" button for this modifier to link/sync the changes made on the geo back to the UVs, making it possible to basically edit UVs as geo, using more powerful edit poly tools?
requirements
Other Requirements:
EXT1/SP1 + SamplePack2
have you made sure you've got all these ?
1.03.00 Installation Fail
Tried to install this MCG, got:
"Validation failed for C:\Users\[username]\Autodesk\3ds max 2016\Max Creation Graph\Tools\Downloads\Vu_MorphToUV.maxtool : Compiler error occurred while building expression for node 11:IsNullFix->18:IsNull. Cannot build a concrete type, there are generic parameters in the type arguments: U."