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SculptGenMax1.0RC1 previous workflow produces error

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Mason Kingsford - Guest

10:07 pm - Dec 18, 2007

1

Hello Shack! Congratulations on your new release of SculptGenmax. :) How cool is this?

Ok. I tried to use the new script to generate a sculptie map from an existing mesh that worked in the previous version, and it gives me an error. :( 

Before I get to the error, let me explain my workflow, which might be part of the reason the new script fails. 

Let’s say I make a cylinder, and then use edit mesh to delete the top and bottom vertices. Ok what i do differently is my cylinder is only 8 x 8 segments instead of 32×32. I then edit my shape at a lower resolution, and add a meshsmooth modifier. This gives me a cage that’s easy to manipulate, but still gives me the correct number of verts in the end. The previous version of SculptGenMax handled this wonderfully. 

Now, when I use the same meshes, I’m getting this error: array index must be a positive number, got: -3.0

So, that’s my experience so far. Maybe this is an easy fix. I hope so because I LOVE this workflow. It’s much much quicker and easier to edit a lower rez cage to begin wtih. You can then add meshsmooth to bump up to 16×16 to edit more if needed, and then bump up again to get the 32×32 needed for final output.

Cheers,

Mason 

Shack Dougall - Admin

11:59 pm - Dec 18, 2007

posts 368

2

Hi, Mason!

I like your workflow and I don’t see anything that should be a major problem.

 Here’s what I think is happening. The new algorithm is crazy strict about the UV map.  It doesn’t have to be that strict; it’s strict because it was easier to code it that way and I wanted to wait before I started putting in all kinds of smartness that might not even be necessary.

I’ve noticed that many times when I create a cylinder and then delete the top/bottom, 3ds Max shifts the UV map to the left.  I don’t know why, but I’ve seen it. And when I was trying to reproduce your process, I saw it.  And if the UV map isn’t exactly centered, the algorithm fails.

So here’s a test for you to perform to see if this is what’s happening.  Use your normal workflow, but before you generate the sculptmap, apply an Unwrap UVW modifier.  Edit the UV map and look at it.  My guess is that you will see that it is shifted to the left by about an eighth of the map (if you started with an 8×8 mesh).  If you see this, try drag selecting all the vertices in the UV map, turn on snap, and move the whole mesh until it is correctly centered.  There are examples in the new FAQ about how the UV map should look. 

Then, try running SculptGenMax.  If I’m right, it will work.

As far as long term solutions go.  It should be possible for me to detect this condition and correct for it.  I’ll be putting out a new version next week to fix any bugs that people find.  Hopefully, I can make the algorithm a little bit smarter to better support the workflow.

Let me know what you find, especially if this doesn’t seem to be the problem or my instructions weren’t clear.

–Shack

Mason Kingsford - Guest

12:15 pm - Dec 19, 2007

3

Hi Again Shack.

Thanks for the reply. I will give your suggestion about the unwrapping a go as soon as I can. I’ll let you know how it goes.

Smile

cheers,

Mason

Mason Kingsford - Guest

10:40 pm - Dec 20, 2007

4

Shack, you were exactly correct. I reinstalled the new version and tried this with the unwrapUVW and bingo, it rendered fine. Wow is your new script lightening fast! I also think it produces better quality sculpt maps. Oh and I’m no longer using the proportional check box and that has improved the quality more as well. Well done, coming along very nicely! Cheers…

Shack Dougall - Admin

7:46 pm - Dec 21, 2007

posts 368

5

Mason,

Just released 1.0RC2. It should fix your workflow and it also has the hard edges that you were asking about!

Read the Announcement.

Thanks again for your support and keep those ideas coming! Cool

Mason Kingsford - Guest

7:29 pm - Dec 23, 2007

6

Woohoo! this is awesome news Shack! I look forward to trying out this new version very very soon.

Thanks, you rock! …and happy holidays to you and yours.

 -Mason

 



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