uv editing: is there any way to activate symmetry?

Discussions regarding modelling with SOFTIMAGE©
gfxman
Posts: 92
Joined: 28 Mar 2011, 13:14

uv editing: is there any way to activate symmetry?

Post by gfxman » 24 Apr 2012, 17:01

I'm very noob to uv editing, but i found very strange the lack of symmetry tools in the uv editor. Any idea?

p.s.
I can't mirror the half of the obj, i need both the side of the uv to be different part of the texture...

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myara
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Re: uv editing: is there any way to activate symmetry?

Post by myara » 24 Apr 2012, 18:00

Unfortunately there's no such built in option.

But, you could try this script (I've just updated it today :D):
http://myara.web.fc2.com/mMirrorUV.html

I've included it in my mSymm2 plugin too, but this one is still in beta.
viewtopic.php?f=4&p=18655#p18655
M.Yara
Character Modeler | Softimage Generalist (sort of)

gfxman
Posts: 92
Joined: 28 Mar 2011, 13:14

Re: uv editing: is there any way to activate symmetry?

Post by gfxman » 24 Apr 2012, 18:47

myara wrote:Unfortunately there's no such built in option.

But, you could try this script (I've just updated it today :D):
http://myara.web.fc2.com/mMirrorUV.html

I've included it in my mSymm2 plugin too, but this one is still in beta.
viewtopic.php?f=4&p=18655#p18655
Is there something you can't do? Thx you!

gfxman
Posts: 92
Joined: 28 Mar 2011, 13:14

Re: uv editing: is there any way to activate symmetry?

Post by gfxman » 26 Apr 2012, 14:48

i'm sorry, i can't really make it work, it gives me this error:

# ERROR : You need to select a polygon subcomponent. Or UV Island with Auto Sync Subcomponent and Polygon Filter Selection activated

Can you explain me how to make it work?

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myara
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Re: uv editing: is there any way to activate symmetry?

Post by myara » 26 Apr 2012, 14:55

In the website you can find the instructions.

It's a little tricky. It works with polygon component selections, not UVs.

Open your Texture Editor Preferences. Set your Sync Method Settings in Components.
Set Selection filter in Polygons in your Selection Menu (up and right). Just like when you want to select a polygon component.
Select an UV Island. It will automatically select the polygon components.
Run the Script
M.Yara
Character Modeler | Softimage Generalist (sort of)

gfxman
Posts: 92
Joined: 28 Mar 2011, 13:14

Re: uv editing: is there any way to activate symmetry?

Post by gfxman » 27 Apr 2012, 09:41

Does this script, mirror the uvs? i seems to me that, it mirrors uvs ( isn't that function the same ad "flip uvs"?

I would like one ot this two thing:

1 - edit from both side of a symmetrical uv. The purpose is to edit one time the uv, for both sides

or
2 - once i've done the first half, copy/mirror a side of an uv to the other

Is this possibile?

The only way i found is to cut the mesh, symmetrize it, mirror the corrispondig half...

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myara
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Re: uv editing: is there any way to activate symmetry?

Post by myara » 27 Apr 2012, 09:56

1. Not possible

2. If I understood you, this script should do the trick.

Have you watched the animated gif in the download website?

Select a UV Island with Sync Method in Components and selection filter in Polygon.
You'll have UV islands selected in your Texture Editor and SI will automatically select the polygon components in the viewer.

Now, in the script GUI, select which part do you want to mirror.
Ex: -X
It will mirror the UVs from the selected polygons that are in -X

Then click where do you want to flip the UV.

watch from 4:25
[vim]39883619/[/vim]

Of course you could do it in SI without this script.

You would have to select half of your polygon, then flip the UV with Mirror Horizontal / Vertical, change the pivot and move the UV island to fit the other half.
M.Yara
Character Modeler | Softimage Generalist (sort of)

gfxman
Posts: 92
Joined: 28 Mar 2011, 13:14

Re: uv editing: is there any way to activate symmetry?

Post by gfxman » 27 Apr 2012, 10:18

Ok i got it, it works, but... it wasn't what i wanted to do. This script it's like to scale the uv -100% in X, right? It's the same thing?

Once i've made the uv for the right side of a mesh, i would like to copy that uv, mirror and past on the other side of the mesh.

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myara
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Re: uv editing: is there any way to activate symmetry?

Post by myara » 27 Apr 2012, 10:29

Let's see if I understand you.
You want to edit the UV from the +X side while keeping the -X UV somewhere else. And then copy the +X side UV to the -X side?

I don't think it is possible. And to be honest, I don't see the point.
I would just create one side of the object, create UVs, mirror polygon, and mirror the UV.

Don't confuse UV coordinates with XYZ because the conversation gets messy.

This script asumes you have an UV island overlapped. Meaning you have the same UV for both sides of the polygon. So It takes only a half side of your selection, detect the extremes position in your UV island, and flip it with the pivot in your island extreme, so you'll have now a mirrored UV with both sides like the GIF is showing.

The common Mirror Horizontal function you have in your Texture Editor flip all selected UV with the pivot in their center.
M.Yara
Character Modeler | Softimage Generalist (sort of)

gfxman
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Joined: 28 Mar 2011, 13:14

Re: uv editing: is there any way to activate symmetry?

Post by gfxman » 27 Apr 2012, 10:53

Thx you, now i understand what you mean.
iI tought that cutting the obj, mirror it, filp di uv was a bad trick. i'm very new to uv mapping...

SpookyMunky
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Joined: 14 Jun 2012, 00:30

Re: uv editing: is there any way to activate symmetry?

Post by SpookyMunky » 29 Jun 2012, 03:36

Edit: lol, silly me, I didnt notice how old the origional post was.. woops, too many beers maybe :D.. ah well you are probably a pro at UVs now :) :Edit

One small tip I guess to help speed things up is to lay out every island that is symmetrical vertically or I guess so all theyr centre points match up on a V line during construction, that way you just have to set the pivot point once.. very crappy and obvious tip, what can you do :P .. nother crappy tip - if you just need to mirror certain islands, select them with island mode, then in either front / top viewport deselect the points including centre and texture editor should update, helps me alot.. If you are using component sync mode, select some points in a viewport first, then select island in texture editor, then deselect half in viewport..

I did just try out one emm, hack I guess for symmetrical uvs using clones outa curiosity (been messing around alot with clones recently hehe).. did a quick and nasty vid of it..

http://www.youtube.com/watch?v=3UUOqoP2Vio

Isn't perfect and dunno If I will use it much myself, I guess might be handy sometimes. One problem is if you try to add edge loops etc to the origional non cloned half, the resulting uvs on the clone and merge can be a bit erratic / just give up alltogether. So I guess if you need to do any more modelling, would have to delete the clone and merged result (if you bother with one) first, then redo them after.. doh !. Though hmm, if you add edge loops to the merged mesh, then move around points on the base mesh's uvs, the new loops uvs will get nicely smoothed inbetween the moved uv points, same as they do when modelling.. could be handy maybe, hmm

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myara
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Re: uv editing: is there any way to activate symmetry?

Post by myara » 29 Jun 2012, 07:29

SpookyMunky wrote:Edit: lol, silly me, I didnt notice how old the origional post was.. woops, too many beers maybe :D.. ah well you are probably a pro at UVs now :)
This thread was created about 2 months ago, not years, so I think it is still valid.
SpookyMunky wrote: One small tip I guess to help speed things up is to lay out every island that is symmetrical vertically or I guess so all theyr centre points match up on a V line during construction, that way you just have to set the pivot point once.. very crappy and obvious tip, what can you do :P .. nother crappy tip - if you just need to mirror certain islands, select them with island mode, then in either front / top viewport deselect the points including centre and texture editor should update, helps me alot.. If you are using component sync mode, select some points in a viewport first, then select island in texture editor, then deselect half in viewport..
That's more than less what my script does, in one click. Nothing amazing but a workflow shortcut.
M.Yara
Character Modeler | Softimage Generalist (sort of)

SpookyMunky
Posts: 102
Joined: 14 Jun 2012, 00:30

Re: uv editing: is there any way to activate symmetry?

Post by SpookyMunky » 29 Jun 2012, 17:06

your script definately looks great, playing around a bit with it justnow. Can see this becoming one of my favourite addons :)