hey… great script vitor!!! Just discovered this one by accident!
Some questions concerning the script.
Is there a possibility to unwrap all objects into one layout witout merging those objects into one? As far as I know there isn’t. So the next problem comes, that you loose your object origins. And you also loose your object names. I think this is the most important part we need. An unwrapper that unwrapps seperate objects! But I think you are aware of this!
One idea I had about the object names. Maybe there is a way to keep this names and origins. It is just an idea, I don’t know if it will work.
So… when you press the “make lightmap” button, your script should create a new vertexgroup in your objects and assign it. And after this is done your script can merge those objects. If you seperate your meshparts your script just needs to look up those vertexgroup names and rename each part of your seperated objects to the vertexgroup it has.
And about the center origins. Here also, I don’t know if this may work.
Before merging your objects create new emtpy objects at the objects origins. Name those objects for example to objectname_pos or what else. After seperating those meshes you do have the names if that method above works, and now you also can assign the origin to empty objects with the empty object names. Afterwards just delete the empty objects.
Ok, I hope I was understandable in what I have written! Maybe those thoughts help you in future developement of your script!!
It is great so far, and with a few improvements a must have for the bge
How do I activate it? I put the script in my addons folder, but I can’t find it in user prefs -> addons.
It don´t work as add-on yet, but i will do that in the next release.
Is there a possibility to unwrap all objects into one layout witout merging those objects into one? As far as I know there isn’t. So the next problem comes, that you loose your object origins. And you also loose your object names. I think this is the most important part we need.
I agree ndee! i fact i´m working in that. The actual script have the button “separeted” to perform this split of objects in final, and we can recalculate the origins of that after split but keep the names is a really problem. Maybe your idea of vertex groups work i will think about that.
We need to a more inteligent Unwarp UV script Too, like a texture atlas or a better Smart UV. but while Bmesh is not release i guess nobody will work on that ( Bmesh crash the UV unwarp scripts )
The good thing about vertex group is, that you have “named” meshparts.
The problem I have with that script at the moment is, that if I have an object with more then one meshes inside, the seperate function will seperate those parts too(the functions seems to look for loose meshparts). But I don’t want it to.
I think vertexgroups should be used here for the splitting, if possible. And another good thing about vertex groups is that every vertexgroup knows which material is assigned to it.
At the moment by splitting objects you have all materials in each object. It would be great if they are seperatet again too.
Just some further thoughts! I am looking forward for your releases! I really appreciate your work!!
Thanks for that!
Edit
The Dynamic Preview doesn’t seem to work for me. Do I just have to enable the Preview and press the Shadow Button?
A small correction: It should be called settings, and not setings.
Really we can use vertex groups to keep the mesh name and split objects by meshgroup ( in fact all will be splited but we can join objects with same mesh group after ). I will see what can i do about that xD
Thanks for sharing your sugestions
I did some progress in groups/split objects management today.
@Excalaberr, first of all I would like to thank you for your hard work! I’m from JME community. I have written some good GLSL shaders jMonkey engine. My shaders support lightmaps. So, your tools are very important fo Blender, JME, Ogre, Irrlicht, Crystal Space community. Please tell us what version of your addon we should use if you join together.
mifth: I think you can download booth and see what do it best for you. That scripts work for different purposes (“shadow maps” and “Light maps” ). In my case i don´t have a version to blender 2.57 yet, I will release one in this week.
Now i´m working in 3 things:
A good solution for the lose of object names when i join it in one group and split after Bake. Vertex Groups is the way i´m doing
Make the Dynamic Preview Work again ( Blender 2.56 Broke it ). I have´t a good idea yet, i will talk to dfelinto about it
Do it work with LightmapUV Pack unlike old Smart UV Pack. It fix tons of quality problems!