TexTools: Toolbox for the texture artist

237 votes
Version: 
4.10
Date Updated: 
07/09/2010

Documentation: http://www.renderhjs.net/textools/


What is it:
A collection of tools that helps any texture artist with UV and texture related tasks. The main philosophy is to shorten typical steps into simple context sensitive single clicks. You don't need administrative rights, just drag the MZP file into the viewport and let it install itself into your 3dsMax user folders.

Most scripts are developed by me, I asked some people however to share their scripts and let me include them.Note that the scripts are free to improve, change, use for your own, just include the credits should you repackage anything. I stored each tool into a self contagious *.ms file so it should be easy to explore and extend the scripts for your own needs.

visit
http://boards.polycount.net/showthread.php?t=69736
for more information and discussion

Additional Info: 

Installation: Just drag the MZP file into the viewport and install it from there. All files will be stored in your local 3dsmax userfiles so you don't need any Administrative rights to install it.

 

This 3dsmax user folder is usually located under:
C:\Documents and Settings\user\Local Settings\Application Data\Autodesk\3dsmax\2010 - 32bit\enu\ 

The installation will create a folder within the 'scripts' folder called 'TexTools' in which it will copy all the TexTools files that are needed. Four icon files will be copied into 'UI\usericons' for the macroscripts. Should the installation fail for some reason a prompt window will show up with a instruction on how to copy the files manually to get TexTools running.

Roadkill needs to be downloaded separately from:
http://www.pullin-shapes.co.uk/page8.htm

Version Requirement: 
9, 2008, 2009, 2010, 2011
Other Software Required: 
Photoshop (optional for opening textures in PS), Roadkill for the RK functionality
Video URL: 
AttachmentSize
TexTools_4.10.mzp439.94 KB

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renderhjs's picture

updated to version 1.6some

updated to version 1.6

some changes:

 

 

renderhjs's picture

yes I will add that in a

yes I will add that in a near future release, it is not that easy though for me- I will try to find a soloution that will work for me. Meanwhile I changed to 1.40

 

 

 changes:

 

  • minimize mode (double click on header logo, to shrink and expand the toolbar)  this way it is taking less GUI space while still being present. It is a quick solution for the demand of having it able to run - which I will add at some time.
  • max 2010 GUI bugs workaround (max2010 displays some text buttons instead of image buttons). In other words it is now usable in max2010 as well.
  • setup rollout floater when you press the "setup" button
  • ability to stores settings in a local *.ini file, currently the following gets stored and recalled:
  1.  panel position
  2.  panel start minimized
  3.  background color view (UV editor and flat view)
  4.  last used texture size
  5.  last used padding size
  6.  start as minimize mode
  • debugging tools for maxscript development but also you to see where things are stored (macroscripts, *.ini files), but also inspect UV map channels. It can be accessed from the setup panel (lowest rollout there)
  • texel transformation now works also on UV sub-selections (transforms only affected UV shells of the face selection). The pipette does not yet work on sub selection of UV or obj face selections.
  • removed $.unwrap2.setFillMode 2; which forced the UV editor to render selections as solid fills and under some max9 installations under vertex mode weired display errors, see also this thread http://boards.polycount.net/showthread.php?t=62742
  • fixed pixel padding in the packing function (I devided integer through integer which in maxscript case could not be delivered in the desired float value)
  • optimized a little bit the explode UV selection to more usefull shells
  • fixed the open in PS for max9 as it used a method that was only available for max 2008 (some array stuff)
  • removed 1 button/ icon in the texel category as it was not yet useable 

 

fajar's picture

example of macroscript, from

example of macroscript, from this case:

macroScript YOU FILL IT Toolbox Selected category: "YOU FILL IT" toolTip: "YOU FILL IT" buttonText:"YOU FILL IT"
(
global YOU FILL IT
ON execute DO
(
fileIn ((getdir #scripts)+"/YOU FILL IT/uv_toolbox_1.20.mzp")
)
)

*YOU FILL IT=variable
of course all variable depend on creator!!

BonesJovi's picture

Thanks For very good

Thanks For very good script!
I like to use your script, but there is one annoying thing - the only way to start it when
its closed is to run a script directly. Please make a button on a common toolbox that would start the script with a single click.

Fast release this function =)
macroScript Macro3
category:"DragAndDrop"
toolTip:""
(
fileIn "C:\Program Files (x86)\Autodesk\\3ds Max 9\\Scripts\\uv_toolbox_1.20.mzp"
)

renderhjs's picture

updated to v 1.2new features

updated to v 1.2

new features include

 

  •  reniewed icons
  • Texel (ratio of 3d mesh size and texture spaced on it) apply tool (works also on multiple objects)
  • Texel read tool (pipette)

 

renderhjs's picture

updated to

updated to 1.10

changes:

 

  •   opens associated textures of the selected objects in photoshop (photoshop must be installed)
  •  crops the UVlayout to the minimal space including pixel padding space
  •  swaps your UVlayout with your 3d world Object data, if you hit it again you get your 3d model back

    IMPORTANT: this merges your object to a single Poly or Mesh (depending on the direction [is detected automaticly])

 

renderhjs's picture

updated to v 1.0   major

updated to v 1.0

 

major changes are:

 

  •  new GUI +23% bigger colored buttons while staying with the same tools size
  • channel support: if you assign a new channel number e.g 2 and hit 'open Editor' the script will automaticly open for you the UV channel you selected in the panel. Other functions that were changed for this: render UV, AO, Faces
  • new explode button: will basicly unwrap autoamticly all the selected faces (usefull when starting from scratch)

like before macro support is now included but yet limited to the most important functions- more will come in the next releases aside with saveable options.

 

renderhjs's picture

release update

release update 9.8:

http://www.renderhjs.net/bbs/polycount/texture_maxscript_tools/uv_toolbo...

screenshot:

changes since last public release:

  •  macroscripts support for 7 functions atm.

    right now my key suggestions are in front of the name I'll wait for some comments about that (guess some wont like it at all )
  • stack shells (explained already before, I have some ideas for improvement there but no time yet to test it out)
  • info page update, lists buggy, supported, unsupported and non working features
    http://www.renderhjs.net/textools/
  • smaler interface (less buttons, nudge stuff is gone for now, same as AO settings)
  • partly multiple objects Unwrap support for max2008/2009, including: open/close editor, render uv template and uv selected faces, smart extend selection
  • new function: 'smart extend selection' though only available atm. as macroscript. It extends you selection of either faces or edges to that extend that when in face mode: it selects the whole shell that belongs to the faces. When one or more edges are selected it tries to edge-loop extend the selection (well as good as max can do).

unfortunately autodesk did not a propper job when implementing the multi-UVWunwrap support as it fails at some functions at some random spots, more about that matter:
http://area.autodesk.com/index.php/forums/viewforum/59/
so from my point of view multiple UVW unwrap usage is not advised in most situations unsing this script - but dont worry it wont abort or puke errors in most cases- instead it often only processes the first object of that selection.

renderhjs's picture

thank you Christopher, seems

thank you Christopher, seems like it really got attention after you putting it on the front page. I've seen recently a few other people trying their hands on uv related maxscripts which is nice.

  • At the moment I am adding macroscript support so that single functions can be added to shortcuts or custom floaters.
  • There is also anew option menu comming along that will save certain settings and restore them each time you launch the script again (or restart max).
  • I got a stack selected shells script quite well running

    it scales, rotates and moves the shells on top of each other. It only fails sometimes with to rotation symetrical shells like quads or circles, see here why:
    http://boards.polycount.net/showthread.php?t=60553&page=5#121
  • some other minor functions let you select shells instantly and select edges in a loop depending on which mode you are into atm.

finally I made a smal website that provides a more complete overview of what which function does and what functions of the maxscript it uses (in case you want to modify it or or change it). Its not yet complete but hopefully it will be updated step by step:

http://www.renderhjs.net/textools/

Admin's picture

Promoting to front

Promoting to front page...

Christopher Grant
ScriptSpot.com

Christopher Grant
Admin, ScriptSpot.com

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