It has two features that I really like: -A fast, simple unwrapper with algoritms for both organic and hard-surface models -A stretch shader.Considering that its abandonware (no longer developed - forgotten and left behind) there is no issues with copyright anylonger.My question is if there is any smooth way of just converting an old plugin to fit a newer version of Maya.Im no coder so I know I cant decompile and recompile the plugin mll (dll file) - Ive already tried that and didnt understand a thing.
Now there are tons of different unwrappers but Ive NEVER seen a stand-alone stretch shader ANYWHERE. ![]() Apply stretch shader, fix problem, unwrap, Rinse and repeat. Cgtalk Uv Unwrap (Similar To Roadkill Update The MELJust find a friendly programmer to update the MEL launcher scripts. The only problem is when running it from Maya it will trash any current uvs when its sent to Roadkill. Not a huge problem, since Roadkill is so fast to work with anyway just an fyi. It doesnt have the ability to preview compressionstretching (which is nice), but a shader with a checkerboard on it is just as good. Cgtalk Uv Unwrap (Similar To Roadkill How To Get TheThe questions is not how to get the Mel Script to push your model to the stand alone working. With the Stretch Shader, and hot keys for Roadkill Cut and Roadkill Sew you could quickly create UV Shells that were optimized for painting without even needing the UV editor open for anything other than final UV packing. If you wish to continue the discussion, please create a new thread in the appropriate forum.
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