moi generated uv's

Next
 From:  crydee
3821.1 
hello michael,

one little question. i hope you can help me.

for our driving simulation, i created a whole city with moi(by the way i realy enjoyed to work with moi).
at first i drawed a freeform curve(mastercurve) for the roads, sideplanes and so on. then i drawed som profiles (road, sidelanes,...) and used the sweep command to create different shapes. so far so good.
during the export(obj) moi creates some nearly perfect uvs. if i put a road texure with a medial strip on the exported road i have some segments with large medial strips and some with very small medial strops. the different "segmentsize" in the uv coordinates represent the points from the mastercurve.
you know a way to "normalize" this uv's. is there a possibility to divide the mastercurve in same segmentsize? or is there a uv tool to solve my problem outside from moi?at the moment i use 3ds max and so far i know there is no way to solve this nasty problem in short time.

hope somebody can help me.

thanks in advance.

cheers
crydee

EDITED: 18 Oct 2010 by CRYDEE

  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  coi (MARCO)
3821.2 In reply to 3821.1 
hi crydee

for a quick fix, you could try the rebuild-command to "normalize" your mastercurve.

http://moi3d.com/2.0/docs/moi_command_reference10.htm#rebuild

i used the point mode to get evenly spaced points




though i'm curious about the uv-issue.

cheers
marco
Attachments:

  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  crydee
3821.3 In reply to 3821.2 
hi marco,

nope, sorry i tried this before. you get a curve with different distance btween the points --> and i'm still in trouble :)
thanks for your help.

ciao
crydee
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  crydee
3821.4 In reply to 3821.3 
... ok marco is on the right way. after some trials i found a way to get nearly the same curve after rebuilding. the uv coordinates looking good...
i'll try it with the whole scene and see what happens.

ciao
crydee
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  coi (MARCO)
3821.5 In reply to 3821.4 
hi again

tweaking the meshing options will help you a lot! obj import is looking good..(i'm using modo though)




cheers,
marco
Attachments:

  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  crydee
3821.6 In reply to 3821.5 
hello marco,

yes you are right. at the moment i rebuild the whole driving sim and it looks good. thanks for your help my friend.

ciao
crydee
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Michael Gibson
3821.7 In reply to 3821.1 
Hi crydee, I'm not really sure that I completely understand the problem - do you have things like stretching in the UVs that you want to eliminate?

Doing a Rebuild of a curve can potentially help with that - part of what happens with a rebuild command is the "parameterization" of the resulting curve is based on distance traveled along the curve which can help to solve things like uneven or stretched parameterization which could result for example by taking some curve and pulling out some of its control points to stretch parts of the curve or things like that.

So Rebuild is probably the closest thing relating to UV normalization that is available. But also there are other factors as well, like it can depend on exactly which commands you use to build surfaces from the curves. Some commands will inherit a curve's parameterization directly along one direction of the surface, while some other commands may involve a kind of internal rebuilding process of their own.

> is there a possibility to divide the mastercurve in same segmentsize?

Yes, this is possible by drawing a point object (Draw curve > More > Point) at the start of the curve, and then using Transform > Array > Curve to replicate that point at equal increments as traveled along the curve. Then those resulting points can be used as cutting objects in the Trim command to cut the curve into segments that have equal lengths.

> or is there a uv tool to solve my problem outside from moi?

There are a lot of people who use a dedicated UV processing tool to build the UVs rather than using the automatically generated UV coordinates that MoI makes, those are things like UVMapper: http://www.uvmapper.com/ But I'm not sure if it would help for your particular problem or not, I'm not exactly clear on the problem.

- Michael
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
 From:  crydee
3821.8 In reply to 3821.7 
hello michael,

i rebuild all my curves and now everything is fine. thanks for your help otherwise i had a lot of work in 3ds max.
have a nice day.

crydee
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged
 

Reply to All Reply to All