Hi guys,
Is it possible to input numerical UV data??
The texture view is ok, but need a little more accuracy to stop the filtering glitch on the PS2.
Instead of 1.0 , I need the UV's at 0.996
Any ideas/scripts/links????
Thanks in advance....
Brad
put them into 0-1 space and run this.
polyEditUV -pu 0 -pv 0 -su 0.996 -sv 0.996; now the upper corner will be in 0.996 U 0996 V while the lower will be in 0 0 0
Sounds a bit logn winded to me... I have to do this hundreds of times a day on hundreds of faces/polysets...
surely there is a script out there with a dialog box. ??
If Multigen can do it why cant Maya? (which is far more powerful)
The filtering "glitch" on the PS2 you mention isn't a glitch, it's a feature. If you don't want wrap filtering on the PS2 you can use UV "clamping" which prevents the texture filtering/bleeding off one side onto the other. Ask your PS2 programmers about it, that's what we do here so we have all our UVs on 0 and 1 without any filtering bleed (unless we want it, i.e. for tiling maps).
There's also a UV position editor script in the MEL scripts section that allows you to alter multiple UVs numerically it's called something like cnMoveUVs.mel
:nathaN
uuh ooh... well if you need this done 1000 times a day then assign a hotkey for it or better yetr make a loop that automaticaly does this for all your textures... Kind of the point of command line scripts.
You can also grab the BonusGames tools from A|W site. Included in the package is a numeric entry field in the UV editor.