Autoseams addon is good for quick UV unwrap.
It is especially good on chaotic meshes, like scan results, decimated meshes and others, where manual seam selection is slow.
On regular meshes, it produces not-so human likeable islands.
On highpoly meshes, could be extremely slow.
Still, it’s the best auto UV solution in many cases.
It tries to produce islands that are nice in more aspects - shape, deformation, area.
Gpack, gravity packer,
is an experiment, to enable interactive UV packing in blender. Blender only has a box packing solution by now, which is quite bad. I don’t use this in production, but I release this for inspiration.
It would, but much more complicated.
Best thing would probably to use PyBullet. If the way would be still through Python.
Also, a real solution is proper packing algorithm, I currently do my packing in 3d coat and it’s simply much much better also than this… so I don’t see me investing time further into this solution (even if it’s a lot of fun ;))
Yeah i understand, I am working on a lot of tools for my new toolbox for the UV editor that i think will be really great. But packing is really not worth it in Blender, it would take ages to fix. What i am gonna try to do is fix the basic functions so that they work way faster. I will keep you posted for sure.
That UV packer is one of the most creative methods i have ever seen! Adds a bit of fun to what is usually a pretty boring part of the 3d workflow, i really like it!
The auto seam addon is really usefull, could be great on meshes that dont have regular edge loops or meshes that are mainly composed of triangles, as manual seaming on these meshes can be very tedious at times.
Thanks to everybody for positive comments!
It’s always a surprise for me when I throw something from my harddisk on the internet
your post made me quite happy
You will be surprised but big part of what you write is allready there, I just didn’t put it into the quicktutorial…
with S you can lock object physics.
W wakes up objects/ islands.
You can disable island rotation in the settings.
earthquake is sort of the bottom bar, where by clicking it shakes the container. However, shaking a bit more could help!.
margin has to be set before running the game, because of physics unstability when changing it in realtime
Storing more solutions is a good idea, I didn’t think about it in this version. I know many packing solutions work like that. e.g. the one which was implemented this year as Google summer of code project (still hope the guy gets it finished, I think NFP is the hardest part of that algorithm and he has that working well…)
Sure things could become more usefull with that, now I consider it still a game, although I sometimes optimize my pack with it.
“Everyone keeps citing hardware, but what specific problem needs to be overcome? It renders everything in one draw call, it can even call spec and normals from the same file and it supposedly takes the same amount of ram, so what am I missing. It seams the benefits are huge and roadblocks are minimal, or am I overlooking something?”
Something that will not work for me is that you can’t really edit the hand painted texture in Photoshop. Also reusing parts of the uv, and that will make the painting process even longer since you have to paint all faces. But for some occations it is really bad ass. I really love painting on the objects in realtime 3d. Thanks for the info Jamie!