Re: All those cool max plug ins we lost....
on 12-21-2004 07:08 AM
Try contacting the author, see if he/she wants to upgrade it.
But it's a bit fiddly anyhow. I asked Zola about it, and it turns out the pointing algorithm that's being used requires a Perspective viewport.
You also have to use a viewing angle that keeps the top of the grid behind the surface you're painting. If you look upwards at the surface, or nearly parallel with the horizon, then it won't work, there's no available projection point. The viewport has to be looking downwards.
Another tip. Since the script requires all the UV vertices to be "broken," you'll want to re-weld them when you're done. When I use UVPaint, I add a UVW Unwrap, select all the UVs, Break them, collapse to Editable Mesh, use the tool, add a UVW Unwrap, re-weld the UVs, then collapse back to Editable Poly.
It's worth the extra effort, saves me a ton of time, at least with mechanical/architectural models. I found it's much faster than using planars and Stitch. But YMMV...