Please let us know about your platform requirements.
2.2 Installation
2.2.1
Windows Installation
UVAutoRatio 2.0 Pro is downloaded as an executable installer file.
-
Once the file has downloaded, double-click the installer to
launch it.
-
The first screen asks you to select the folder that you would
like the plugin to be installed to on your system.
-
On the second screen you must select a folder on your machine
where Maya is installed. This will usually be something like
"C:\Program Files\Autodesk\Maya2008". If you have multiple versions
of Maya installed, you need to run the installer again for each version
you want to use the plugin in and select the appropriate path each time.
-
Now you can click 'Install', and after a few seconds the
plugin will be installed.
-
Launch Maya.
2.2.2
Windows Uninstalling
Simply run the uninstaller from the Start Menu in "RenderHeads , UVAutoRatio
2.0 Pro".
2.2.3
Linux Installation
-
Decompress the archive to the directory where you want the
plugin to live. This should be somewhere like "~/UVAutoRatio 2.0
Pro".
-
Open the file UVAutoRatioProModule.txt, and edit the path
at the bottom to be the folder where you've put this plugin in step 1.
-
Copy UVAutoRatioProModule.txt into the "modules" folder of
Maya, which is usually found in:
/usr/autodesk/maya2008
(The folder may need to be created if it doesn't already exist)
-
Launch Maya
2.2.4
Linux Uninstalling
Simply delete the folder containing the plugin, and remove the
UVAutoRatioProModule.txt from your Maya/modules folder.
2.2.5 Mac
Installation
-
Decompress the archive to the directory where you want the
plugin to live. This should be somewhere like
"/Applications/UVAutoRatioPro/".
-
Open the file UVAutoRatioProModule.txt, and edit the path
at the bottom to be the folder where you've put this plugin in step 1.
-
Copy UVAutoRatioProModule.txt into the "modules" folder of
Maya, which is usually found in:
/Applications/Autodesk/maya2008/maya.app/Contents/modules/
(The folder may need to be created if it doesn't already exist)
(To open maya.app, go the the gear icon in Finder and click "Show
Package Contents")
-
Launch Maya.
2.2.6 Mac Uninstalling
Simply delete the folder containing the plugin, and remove the
UVAutoRatioProModule.txt from your maya.app/Contents/modules folder.
2.3 Launching the Plugin
To launch the plugin
type "UVAutoRatioProUI" into the command-line
window in Maya. This will display the UVAutoRatio window.
To save typing you may want to add this command to your shelf. The user
interface has a button in the settings tab labelled
"Add to
Shelf" which will add this command to the current shelf using it's own
icon graphic.
The button icon added to the shelf:
2.4
Licensing
UVAutoRatio Pro won't work until it has been given a valid license key.
To obtain and install a license key:
-
Go to the "About" tab and click "Enter New Key", this will bring up
the licensing window:
-
If you don't already have a license key, you can either click "Get
15-Day Free Trial Key" which will take you to the website where you
can claim your free trial key or "Purchase Key" to launch the license
shop website.
-
Once you have a key, paste it into the box below. You can use
CTRL-V to paste it since right-click doesn't work in this Maya text
box.
-
Click 'OK'.
Your copy of UVAutoRatio will then be licensed, as indicated by this
window:
If this doesn't appear and you're having problems getting your license to
work, please contact RenderHeads Support
(
support@renderheads.com).
3.
QuickStart
The plugin launches with the most important controls visible:
Unifying Texture Ratio Across Multiple
Objects
-
Select the meshes you want to process.
-
Click 'Apply to Objects'.
Unifying Texture Ratio Between Multiple
Shells
-
Select the shells you want to process so they have the same ratio.
-
Click 'Apply to Shells'.
Matching the Texture Ratio of Multiple
Objects to the Texture Ratio of a Specific Object
-
Select the object that has the desired texture ratio.
-
Click 'Set Ratio from Selection'.
-
Select the objects (or at least one component in each object) you want
to change.
-
Click 'Apply to Objects'.
Matching the Texture Ratio of Multiple UV
Shells to the Texture Ratio of a Specific UV Shell
-
Select the UV shell that has the desired texture ratio.
-
Click 'Set Ratio from Selection'.
-
Select the UV shells (or at least one component in each shell) you want
to change.
-
Click 'Apply to Shells'.
4. The User Interface
The user interface is divided into 3 tabbed sections:
-
UVAutoRatio - where the plugin is actually operated from.
-
Settings - holds all the options for the main operations.
-
About - displays information about the plugin, license and developers.
4.1 UVAutoRatio
Tab
4.1.1
Main Controls - Where the action
happens
This is the most important panel in the whole interface as it contains the
buttons: 'Apply to Objects' and 'Apply to Shells'. These are the two
operations that the plugin performs.
Running either of these operations will result in the UVs of the selection
being scaled (and perhaps translated to fix overlapping UV shells if that
option is selected).
The UVs are scaled so the ratio between the selected 3D area and it's 2D
texture area matches (or at least comes extremely close to) the ratio
specified in the box 'Current Ratio'.
'Apply to Objects' will scale the UVs of each selected object (polygon
mesh). Whole objects don't have to be selected for this to work - if
the selection is made up of components of an object (vertices, edges, UVs,
faces, etc) it will still operate on the entire object.
'Apply to Shells' will scale the UVs of the selected UV shells so they have
the desired ratio. If the selection just contains components
(vertices, edges, UVs, faces, etc) the UV shell that contains them will be
processed. If an object is selected then all of it's UV shells will be
processed.
The value in 'Current Ratio' can be manually edited, or it can be set to the
ratio of the current selection by clicking 'Set Ratio from Selection'.
This will work with any selection, from a bunch of polygon meshes to a
single face. This can be very useful in making other objects/shells
match the ratio of another object/shell/selection.
4.1.2
UV Shell Finder Tool
-
Lists UV shells in
the selection
This is a handy tool that displays each UV shell in the selection and then
allows you to select the shells simply by selecting items in the list.
Multiple selection is supported, and each UV shell you select in the list
will be added to the current selection.
Double clicking on an item in the list will zoom the camera to that UV
shell (just like the hotkey 'F' in Maya).
This tool can be used to easily select UV shells for capturing the ratio
of that shell using 'Set Ratio from Selection', or it can be used as an
easy way to build up a selection of shells to be processed.
4.1.3
UV Shell Selection Tool
Ticking this checkbox will make any component selection automatically
propagate the selection to that entire UV shell.
4.1.4
UV Tools
- Handy shortcuts
This panel is a collection of shortcuts to tools (most of them internal Maya
ones) commonly used in conjunction with UVAutoRatio, placed here for quick
and easy access.
Left clicking will apply the tool. Tools with options will display a
small icon next to the cursor when hovered over, indicating that it can be
right-clicked to bring up the tool options.
Right-clicking on these tool buttons will open up their options
window.
Ratio Inspector
Ratio Inspector is the only non-Maya tool. This handy tool opens up in
a new window and will show you the surface and texture area of anything as
you select it. It also shows you the ratio between the two areas.
4.2
Settings Tab
4.2.1
UV Set Settings - Specifying
which UV set to operate on
By default the UVAutoRatio Pro will operate on the 'current' UV Set of a
mesh. These settings allow you to specify alternative UV Sets to
operate on.
The current UV Set in Maya is a per-mesh property and can be set in the
texture editor. Since the current UV Set can vary between meshes it
can be useful to force the plugin to a UV Set of a specific name.
To manually specify the UV set to use:
-
Select the 'Manually select UV Set' radio button.
-
Select the mesh that has the desired UV Set.
-
Click 'Update UV Set List from Selection' to fill the box with the list
of UV Sets the mesh contains.
-
Now select the desired UV Set from the list.
If you do manually specify the UV Set, you can also define what happens when
the plugin encounters a mesh without the named UV Set. The mesh can
either be skipped or processed using it's current UV Set. If any
meshes are skipped, a warning will be logged to the script editor window
showing which meshes were not processed.
4.2.2
Display Options
These display options apply to the UV Shell Finder Tool. When
selecting UV shells from the list they can either be displayed as UVs or
faces.
4.2.3
Layout Options -
Automatically fixes
overlapping UV shells
When UV shells are scaled up they can sometimes overlap each other.
This option decides what the plugin does about this.
The 'Move shells to fix overlaps' option does what it says. This is
similar to the option in Maya's 'UV Layout' command, however instead of
completely rearranging the UV shells it will preserve the original layout of
the shells relative to each other. Even if the shells already have the
desired ratio, having this option on will fix overlapping shells.
The images below show UV shells that are overlapping, and the automatically
fixed result:
Before - shells are overlapping

After - Overlapping fixed while maintaining the original layout
4.2.4
Misc Options
Scaling Axis:
Usually the UVAutoRatio 2.0 Pro will scale the object/shell equally in both
horizontal and vertical directions to find the scale which gives the desired
ratio. These options allow you to limit the scaling to either the
horizontal or vertical axis.
Logging Verbosity:
If "Verbose Output" is enabled the plugin will write detailed information
into the script editor output window about it's internal operations.
This might be interesting/useful to advanced users. Here is an example
of the data it displays:
Save Settings:
By default the plugin will remember the last used settings and will restore
them when you use the plugin in future. This can be disabled by
checking this "Reset Settings on Startup" option.
Shelf:
The "Add To Shelf" button will add a shortcut to the MEL command
"UVAutoRatioProUI;" to the current shelf.
Reset Settings:
Finally the settings can all be returned this their default state by
pressing this button.
4.3 About Tab
The About tab is pretty straightforward:
The license panel displays the details of the currently installed
license. It also allows new keys to be entered and the 'Purchase
Key' button will launch the RenderHeads Store in the default web browser.
The plugin panel displays information about the plugin. This is very
useful for troubleshooting. When reporting a problem, please include
this data in your query.
Finally there are some links to web pages related to this plugin. This
is useful for checking for updates and bugfixes. The User Group is an
online community where users can post their opinions and queries, make
feature requests, show off what they've used the plugin for, get access to
upcoming beta versions and interact with the developers directly.
5.
Other
5.1
Tips
Clearing history will improve the performance of the plugin
5.2
Known Issues
5.2.1
"Can't perform polyMoveUV on Selection"
There have been reports of some models that don't work with the plugin, and
output:
// Warning: line 1: Can't perform polyMoveUV1 on selection //
We have tracked this down to a bug in Maya where it has an invalid current
uvset assigned to the mesh. To fix it, simply select the mesh, open
the Texture Editor window, go to the UVSet menu and select the UV set (even
if it's already selected).
5.3
Scripting
It is also possible script UVAutoRatio Pro to include it into a workflow or
custom pipeline. Below is a list of the commands that come with
UVAutoRatio Pro and descriptions of their parameters.
5.3.1 GetSurfaceUVArea Command
This command uses the current selection and returns 3 floats: the 3d surface
area, the 2d texture area, the ratio of surface area / texture area.
Its parameters are:
Short name
|
Long name
|
Value type
|
Description
|
-us
|
-uvSetName
|
string
|
The name of the UV set to use (optional)
|
-fb
|
-fallback
|
|
If the named UV set is not found in a mesh, use the default UV set
instead of skipping it (optional
|
-hlp
|
-help
|
|
Displays this parameter list
|
5.3.2 UVAutoRatioPro Command
This is the main command which does the UV scaling and UV shell
manipulation. Its parameters are:
Short name
|
Long name
|
Value type
|
Description
|
-hlp
|
-help
|
|
Displays this parameter list
|
-r
|
-ratio
|
float
|
Desired 3D : 2D ratio
|
-us
|
-uvSetName
|
string
|
The name of the UV set to use (optional)
|
-fb
|
-fallback
|
|
If the named UV set is not found in a mesh, use the default UV set
instead of skipping it (optional)
|
-op
|
-operation
|
integer
|
0 = whole mesh, 1 = uv shell
|
-vb
|
-verbose
|
|
Display output (optional), default false
|
-lay
|
-layout
|
|
Layout UV shells to prevent overlapping (optional), default true
|
-ss
|
-skipscale
|
|
Skip the scaling operation (useful if you only want to fix layout)
(optional)
|
-osh
|
-onlyScaleH
|
|
Restrict scaling of UVs to horizontal axis (optional), default false
|
-osv
|
-onlyScaleV
|
|
Restrict scaling of UVs to vertical axis (optional), default false
|
6.
Usage Examples
6.1
Example 1
Lets say we have 4 'rocks' all different scales and using the same texture,
looking something like this:
We can see that the large 'rock' is using the same amount of texture area
as all the other smaller 'rocks'. But we'd really like the texture
usage to be proportional to the area of the mesh. Here are some
reasons why:
-
We want the features in the texture to be the same size across the
rocks. A crack or a grain shouldn't really scale if they're made
of the same material.
-
It is a waste of processing power to have small objects using
disproportionately large regions of the texture when they don't need
to.
So we'll run UVAutoRatio to unify the UV ratio across multiple objects,
producing this result:
6.2
Example 2
You've finally finished unwrapping/pelting your UV shells and you have
something like this:
Now you have to manually inspect each shell and try to guess what size to
scale it so they're all proportional. This is a serious
drag! You want to do this for a few reasons though:
-
You want to divide up your texture in proportion to how much of it will
be seen in the 3D world, otherwise it's a waste. The less texture
waste there is, the more pixels you can dedicate to the details.
-
If it's a character you might want to give the head/face double the
resolution compared to the other parts.
Instead let UVAutoRatio do it for you:
7.
Release Notes
Version 2.x -
?
-
Your feature here?
Send
us your suggestions.
Version 2.3.1 - 22 October 2008
-
Maya 2009 support
-
Mac OS X PPC support fixed
Version 2.3 -
11 September 2008
-
Added Mac OS-X support:

-
Added automatic version update notification system:
-
Improved license entry mechanism
-
Windows installer now warns if maya.exe is running
-
Added scripting info to documentation
Version 2.2.1 - 15 August
2008
-
UV Shell Finder displays the shells with much more useful and friendly
information
-
Frames Remember their Collapsed State
-
License Type Displayed
-
Improved Documentation
Version 2.2 - 24
June 2008
-
Linux Support added
We add support for Maya 8.0, 8.5 and 2008 on 32-bit and 64-bit machines.
-
Windows 64-bit support for Maya 8.0
Previously we didn't support 64-bit for Maya 8.0.
-
Fixed Zero Area Bug
Fixed a bug with handling objects containging faces with zero area.
-
Fixed a Minor Memory Leak Bug
-
Minor Improvements to UI
-
Improved Documentation
Version 2.1 - 24 April
2008
-
Auto-Hide Texture Editor Option
There is now a new option to automatically hide and then reshow the texture
editor window while the plugin is doing it's work. This makes the
plugin work a lot faster for high polygon meshes.
We've increased the speed of the case where your meshes has overlapping UV
shells, and you use the option to automatically fix overlapping
shells. This now takes half the time.
Added a progress window. This is useful for high polygons meshes that
may take some time, gives reassurance that the Maya hasn't frozen.
The plugin can now be interrupted. So if you made a mistake and told
it to do some horrendous amount of work you can just hit the escape key and
it'll stop.
A new button to just run "fix overlapping UV shells".
Pressing the UV Texture button when the window is open will now hide the
window. The same goes for the Ratio Inspector.
The licensing changed slightly, so you may need to re-enter your key again.
Version 2.0 - 2 April
2008