> version 0.49b
morphMap is a tool to map low-res
those used in video games). Works on meshes and polys.
a multi-select tool : you can select several objects at the same time
or you can select severals groups of faces of the same object (It's the
new option 'Cluster' which is actived by default).
The interface is left/right dockable.
morphMap is composed by 3 main modules :
+ the function 'morphMap' : the picture follows the mapped surface in one click.
+ the function 'Face Map' : an advanced face mapping.
+ a set of functions to operate on UVs.
function morpMap :
At first, morphMaph was conceived to create
mapping coordinates on a nonrectangular surface as you could make it by
the hand. These coordinates are completely between 0 and 1. The UVs are
deformed to fill all the space UV.
Is it mathematically exact?
That depends on your surface.
At first, morphMap was conceived to work with flat and convex surfaces.
In that case, it will give an exact solution.
If your surface is concave (not convex), that depends on his regularity.
It will work or not according to the aspect of the edges of the surface.
If one of 4 edges of your surface forms a Z or a S, the script will not
give a good solution.
However if you apply mapping coordinates on this surface in several
steps, you can map numerous of concave forms. For example, a road 'S'
can be mapped in several steps (see the examples).
Visually you see immediately if the result is correct or not. In case
of doubt, show the grid: if the grid don't show an overlapping, the
solution should be correct.
At first, morphMap was not conceived to map volumes. However I realized
that a small number of surfaces presenting a volume could also be
mapped with morphMap. It is the forms whose volume is identical between
2 edges oposite (see the examples).
new advanced face mapping :
This new function is intended to replace the 'face mapping' which exist
in the UVW mapping modifier.
'Face Map' allows to map correctly all
types of faces (with 3
points, 4, 5, 6, 7 and more...)
In addition, the UVs are
an consistent and useful way. You will not any more spend time
A mesh can be mapped either like a set of triangular faces or at his
polygonal level (thanks to the edges visibility).
There are some options :
+ the ability to turn the invisible edge of a quad selection
+ For triangular faces, the function sk U/V (skew) allows to move the
top of shifted triangles
+ the function T (turn) allows a rotation of the UVs array on
the faces with 3 and 4 points.
Here is an example of Face Mapping on a
complex form. At the top, you will find the result by using
standard option 'face' of the UVWmapping. At the center and at the bottom,
the result by using morphMap. At the center, the result on a TRImesh
and above the result on the same mesh but using the polygonal level
visibility. At the right, it's a true poly.
1- Select the element to map (object or faces selection).
2 - When it's done click 'morphMap' or 'Face Map'.
- Only polys and meshes are supported.
- work on channel : the channel UV on which the
- use previous unwrap: reuse the last 'Unwrap' modifier when It's
- convert to polys: converts the objects to editable poly. No undo
- selection level : the script operates either on
the object or the faces selected. In automatic mode, the script chooses
the face mode if you work in face level. The checkbutton 'Clusters'
Allows to work on face groups.
- corners recognition: In automatic mode, the
script will search itself the 4 corners of the surface. In case of
error, you can select yourself these 4 corners. They must be on the
border of your outline.
- show corners/show grid/nothing to show : by default, the script show
the 4 corners with circles. You can also see the grid.
- aspect : control the tiling of your UVW. 'full UV': no tiling.
'square UV': keep a square aspect. 'whole square UV' : keep a square
aspect but with a whole tiling.
- morphMap : run the script to apply mapping coordinates.
- Face Map (face mapping) : maps each face
- poly (on/off) : allows to work on meshes at the polygonal
level. This option has no effect on poly objects.
- Proj (on/off) : if it's actived, the back faces will have
the same orientation than front faces. It's a projection.
- "T" (turn) : turn the array of
mapping coordinates of the faces with 3 and 4 points.
- quadE 'S' (show) : show/hide the invisible edges.
-quadE 'Turn' : turns invisible edges of the face selection.
- 0-1 : normalize the UVs between 0 and 1. The
function operates on the bounding box of the Uvs. For a real
deformation, use morphMap.
- roundoff : round off the UVs. For example, if your current tiling is
about 2.8, that will be rounded to 3.
- one : modify the tiling of the smallest axis to 1 and keep the Uvs
- W=0 : set the coordinate W of UVs to zero.
- Tile (U,V) : modify the tiling of UVs. 1.0 =
100%, 2.0=200%, 0.5=50%
- Tile (U,V) : '2' and '3' are preset values.
- offset (U,V)
: move the UVs
- Flip (U,V) :
create a mirror on the selected axis.
- axis : you can set the axis to 0,0 or on the selection center.
- rotations : +30, +45, -90,+90,180,
+20, +10, free : rotate yours UVs.
- UVWmap : add an UVWmapping modifier.
- Unwrap : add an Unwrap modifier.
- collap : collapse the stack.
0.49b - partial support of primitives (without guarantees) / support of illegal meshes for 'Face Map'
0.48b - multiselection / dockable
interface / advanced face mapping / ....
0.28b - more compact interface / the "convert to"
option adapts itself to the object type ( avoid a bug of convertion
with 3DSmax 8 if you start from a mesh ) / no action if no face is
selected in face mode
0.25b - if "convert to polys" is checked then morphMap return to the
face mode when it's necessary
0.24b - the symbol " ° " in buttons of rotation is removed
0.23b - add usable undo
0.22b - add a warning if there is no outline
0.21b - first version
Installation of the macroscript:
1. Click the MAXScript item in the Main Menu, select Run Script...
2. Locate and select the script and press Open
3. Go to Customize > Customize User Interface and select the
desired Tab (Keyboard, Toolbars, Quad or menu)
4. Locate the category 'UVWtoolBox' under group 'Main UI'
5. Search in the category for the name 'morphMap'
6. Drag the script to the toolbar, Menu, QuadMenu or assign to a
If you encounter bugs or problems that I am not aware of, please send
me yours comments.
Any suggestions are welcome.
example of allowed forms :
The common forms such as the squares, the rectangles deformed, the
open rings are accepted without problem.
Amusing thing: the script does work with a circle. In the UV space the
circle is deformed regularly until becoming a square on the edges.
The vertical surface shows a case where the script does work with a
The wall has two similar edges opposed. It is the only case where that
can does work correctly with a volume.
Example of current limitations :
The uv grid is created by using the edges, not the surface. That is why
it does not give the ideal result with a volume.
Example with a concave form : a road
priori, this form presents 2 edges in 'S' and cannot be mapped directly
with morphMap. If you show the grid, there is overlapping.
The trick is to map the road with 4 steps :
Each turning is mapped separately. It will undoubtedly be necessary to
turn some mapping to unify them. Use the functions of rotations (little
trick: force the face mode, it's easier)
This picture shows why the road must be mapped by using several steps.
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