QuickUVW

2 votes
Version: 
1.12b
Date Updated: 
10/09/2013
Author Name: 
Patrick Probst

This script will apply one 1x1x1 meters UVW-Map modifier in box mode to each selected object with a normal click.
Regardless of system unit type the size will always remain 1x1x1 meters.
If shift-clicked, it will apply a real world map size UVW Map modifier instead.

I use this frequently in architectural visualizations for applying a standard uvw map to most of the objects.

Only tested with 3ds max 2013!

I am not responsible for any damage caused by this or any other of my scripts to your scene, software or computer.

Additional Info: 
Version Requirement: 
Only tested with Autodesk 3ds max 2013, may be compatible to older versions

Comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
ivailora4kov's picture

Problem with download

there is no file on the link you've provided. On the 2 tabs (scripts, Shaders) only shows: Coming soon, stay tuned!

Patrick Probst's picture

Bug

Hi tomturbos,

Thank you for contacting me. Unfortunately I do not have 3ds max 2011 here for testing, but I will look into the issue (if I can find the MaxScript 2011 reference somewhere on the interwebs ;-) ).

I will release an update when I fixed the issue.

Again, thank you for contacting me.

tomturbos's picture

cool script

...but in Max-version 2011 I always get the following error message:

---------------------------
MAXScript MacroScript Error Exception
---------------------------
-- Unknown property: "maptype" in undefined
---------------------------
OK
---------------------------

reffering to the following line:

obj.modifiers["UVW Map"].maptype = 4

Any idea - I would love to use this script in Max-Version 2011.

thanks Tom

Patrick Probst's picture

Hello and thank you for your

Hello and thank you for your valued feedback!

"when applying to selection of objects each object has its own gizmo so mapping doesnt match"

Yeah but I run into a problem here: I can either set one modifier across all selected objects (so, as reference, not as instance) and then I won't need to adjust that one modifiers gizmo since its only that one modifier across all objects and so always will line up.

I can't apply instances of a modifier (as it is now) to each selected object, because this way I can't controll the gizmo position of each one of the modifiers. Since they're instances, when I move one gizmo, the others also move.

I think I'll go with applying one referenced modifier over all selected objects. Or would you suggest something else?

"when script is applied to the new object it will use gizmo from previously applied mapping"

As I understand you, the script does this already since it doesn't move any gizmos of already existing modifiers.

harumscarum's picture

thank you

hello Patrick
thank you for nice script. let me post some issues:
when applying to selection of objects each object has its own gizmo so mapping doesnt match - here i attach illustration which shows what i mean
one more suggestion - when script is applied to the new object it will use gizmo from previously applied mapping. so mapping on joined objects will always match

PS if use this script as ctrl+click on objects with mapping it only enables RealWorldScale but doesnt switch to 1*1*1 box mode

AttachmentSize
map.png 19.83 KB
Patrick Probst's picture

What exactly do you mean by

What exactly do you mean by "real scale"? It works on world unit scale

Edit: If you mean "real world map size" option on the modifier itself, it works now, will upload a new version. You can shift-click then for real world map size to be used.

harumscarum's picture

+1 for RealWorldScale

if this script will apply INSTANCE realworldscale uvwmap modifier i will be happy!!

themaxxer's picture

I have not tested it yet, so

I have not tested it yet, so I don't know the UI (if there's one). :)
does it also work in "real scale" mode? I mean is there an option for this?
then I would use it immediately. :)

thanks and regards
themaxxer

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.