Author : afisher


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motives's Avatar
Old (#1)
Anyone knows if there is there a function in Maya 7 similar to Max's Preserve UV's?
Offline , polycounter, 828 Posts, Join Date Dec 2004, Location Stockholm, Sweden  
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snap.crackle.pop's Avatar
Old (#2)
Remind me again preserve UV's for what purpose ? i know my way pretty well in Maya, why do you need this function ?
Ok, now back to circumcision...
Offline , triangle, 268 Posts, Join Date Sep 2005, Location Montreal - Qc  
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motives's Avatar
Old (#3)
uhm preserve UV's works so that you can make geometry changes to E-Poly objects while keeping UV coordinates intact. Then you can make adjustments to the geometry of your model without having to manually edit the UV's.

Im sorry i should have been clearer on the functionality of the tool heh. Imagine most people are versed in one of the program rather then both.
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Jeff Parrott's Avatar
Old (#4)
Not that I'm aware of. I haven't been using 7 for that long though. Maybe check on highend?
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sinistergfx's Avatar
Old (#5)
Every software NEEDS this feature. I wouldn't want to live without it.
Will Fuller
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Jeff Parrott's Avatar
Old (#6)
Yeah, I totally agree. I still remember the first time you showed it to me Sinister.
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malcolm's Avatar
Old (#7)
Please explain clearly what this does. Are you saying you can lock the uv and move the vert without distorting your uv map?
Offline , card carrying polycounter, 2,029 Posts, Join Date Oct 2004, Location Vancouver Canada  
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Rhinokey's Avatar
Old (#8)
pretty much as you move a vert to the left, it moves the vert also on the uvmap at the same time so the texture stays undistorted, theres certain instances that it is still unperfected.. but its still a damn handy toool
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sinistergfx's Avatar
Old (#9)
I've found the best way around the "underpectness" is to completely triangulate (temporarily) the area you're having problems with. It keeps it from distorting oddly. Huzzah.
Will Fuller
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Gizmo's Avatar
Old (#10)
I think you will find that deleting an edge that is not a UV border edge, using the "delete edge" command; Maya7 will preserve UV's (or as per; the "delete vertex" command). Earlier versions do not preserve uvs.

While we are on the subject, I would like to know if anyone else recognises how silly it is that the bevel command does not create UVs accordingly!?
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Offline , vertex, 26 Posts, Join Date Feb 2006, Location England  
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Marine's Avatar
Old (#11)
maya has always had the shittiest bevel tool ever devised by man
Offline , dedicated polycounter, 1,567 Posts, Join Date Oct 2004,  
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rooster's Avatar
Old (#12)
I would like to suggest that it was, infact, devised by the devil
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Offline , Counter of Polys™, 6,427 Posts, Join Date Dec 2004, Location Newcastle, uk  
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thomasp's Avatar
Old (#13)
no, the devil was too busy working on byron's free maya bevel plugin. that one erased every single chunk of uv coordinates from your entire mesh as soon as you beveled something. [img]/images/graemlins/laugh.gif[/img]
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malcolm's Avatar
Old (#14)
Agreed, Byron is shit and so is MJ, they are junk. Now that we have completed departed from the original subject does the max bevel preserve uv's?
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MoP's Avatar
Old (#15)
[ QUOTE ]
Now that we have completed departed from the original subject does the max bevel preserve uv's?

[/ QUOTE ]

Yep, it does. Can get a little stretchy if you bevel (chamfer) along a UV seam though.
EdgeChEx (free plugin, muuuch nicer, all-quad bevelling) does an even better job of preserving original UV's.
Offline , MoP, 11,603 Posts, Join Date Oct 2004, Location London, UK  
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thomasp's Avatar
Old (#16)
yes, bevelling in max sometimes manages to keep the uv's [img]/images/graemlins/wink.gif[/img]
i'm off to trying out that plugin. thanks mop!
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