Ninja UV 4.3.0 (maya script) Cart_putAdd to cart

A complete set of UV mapping and UV editing tools.

Ninjauv_full3-9 Zoom

License Type:

Commercial

Price:

$40.00 (USD)

File ID:

5483

File Size:

356.4 KB

Created / Updated:

Jan 11, 2009 / Nov 02, 2013

Owner:

Brian Keffer   More free downloads from this user See users marketplace items See this users portfolio Send a Private Message

Platforms:

mac, windows

Maya:

8.x, 2009, 2010, 2008, 2011, 9.x, 2012, 2013, 2014

Tags:

kam, mapping, texture, map, uv, uvs, texturing, ninja


Ninja UV 4.0
1. Added bake uv shell color
2. Added Copy and Paste UVs
3. Improved Layout Horizontal and Vertical.
4. Added Layout Grid.
5. Fixed randomize UV
6. Pixel Ratio is now based on scene scale and not limited to Meters.
You can now change the Distance Value.  So you can map 512 per 2 meters if you like.
7. Added Cut and Fix Edge and Cut and fix Shell
8. Fixed Check Pixel Ratio to use current scale
9. Fixed Scale to Last

Ninja UV 3.9

1. Fixed an issue when you ran Check Ratio on an object with multiple uv shells.  It will now only check one uv shell.
2. Fixed an issue with Scale To Last when the target object had multiple uv shells.  It will now only scale to one uv shell size.
3. Set the default iterations to 100.
4. optimized the UV scaling function.  
5. fixed a small issue with Uniform Mapping.  You can now have just a edge selected on a mesh and dont have to have faces+edges selected.
6. Added Calculate UV usage.  It is located in the Help menu of Ninja UV.  It requires that all uv's are within the 0-1 area and no overlapping uv's.
7. Fixed an issue if you tried to run ninja mapping on uv selection
8. Uniform Mapping and Tube Mapping will now work on multiple objects
9. Fixed Docking window when switching from Docked mode to other modes. The window will now automatically dock if you have 2011 or higher.
10. Added icons for Ninja Mapping, Uniform Mapping and Tube Mapping if you have Ninja Dojo and have installed Icons.

Ninja UV 3.8
1. Added Tube Mapping
2. Fixed a minor bug in the Straigten UV where it might skip uv's that shared edges.
3. Added some standard UV mapping buttons.
4. Straigten UV is in its own rollout
5. Added Straigten Horz and Straighten Vertical
6. Added UV range in the Bake options
7. Added Multi Bake Range Bake.
Ninja UV 3.7

1. added an option to delete history when running Ninja Mapping.  This will speed up uv mapping
2. improved Auto Unfold guessing.  It will now select between HV VH and Both
3. adjusted UI of the preview section
4. Added buttons to the UV Editor if you use the [UV editor] button in Ninja_UV. (works in 2011 and up only)
5. Added a straighten UV Selection.  This is a much improved way of straightening UV's.  It will work with uv shells that have holes.
The angle tolerence will determine which edges will get straigtened.

NInja UV 3.6
1. There are 2 straighten UV options.  Straighten UV Shell And Straigten UV Edges.
2. Added Randomize Tile UV and Randomize UV.
3. Made some speed improvements to Finding UV shells.
Ninja UV 3.5

1. added Ninja Mapping preview.  This will preview 3 different unfold methods.  you can then choose which one to use
2. Changed default Path to where Textures get baked.  They now get baked in the ../maya/NinjaDojo/NinjaBake/ directory. 

Ninja UV 3.4

1. pmap: Added map1 to Create Projection UV's
2. pmap: Added apply material to Bake Texture
3. fixed an issue with straighten uvs.  Fixed a bug that would remove uv's when an object had multiple uv shells and had shared edges.
4. fixed a bug with bake AO.
5. fixed ninja mapping to only map onto selected uv set.

Ninja_UV 3.2

1. fixed an issue with symmetry mapping doing too much error checking
2. added texture output Format. You can output to .bmp .tga .tif .jpg
3. Added Object Baking.
4. Moved Texture Atlas from the Edit tab to the Bake Tab
5. Updated Uniform Mapping to work on Face Selection.  It is no longer limited to Object selection
6. Updated Straighten UV's to work better with objects with Multiple UV Shells.
7. Added a preview to the Texture Baking. 


Ninja UV 3.1

1. Changed Ninja Mapping so you can use ninja mapping in any camera view.  
2. Added Mirror UV.  You can mirror selected uv's either in the center of the UV selection or extents of the UV selection
3. Updated the Edge List so it doesnt store names but only the edge IDs.
4. Added Snap Point in the Snap UV Shells.  you can use extents or center.
5. Added a calculate U size and V size in the Move UV section.
6. Added a interactive Symmetry Mapping.  Just select the center UV and start the symmetry Mapping.  When your done click on Stop Symmetry Mapping.
7. Fixed some issues with Cut Edge List.

Ninja UV 3.0 12.14.2011
1. Added Projection Mapping tools
2. Added double click to the pixel ratio quick settings. Double click will quick scale to the value clicked
3. Added buttons for hypershade UV editor uv sets

7.16.2011
1. Updated Baking features with AO Light Maps UV Color Checker
2. You can now bake out Color Maps
3. You can now bake out Checker Maps
4. You can now do a multi-bake that will create a PSD file with layers


7.2.2011
1. Fixed Texture Bleeding with Atlas
2. Fixed UV mapping with Atlas

7.1.2011
1. Fixed an issue with the Texture Atlasing
2. Added Baking option to the Texture Atlasing.  You can set it to bake the texture Atlas.  The Texture Size is the size of the texture it will bake out per object.   The Atlas size is the size of the Texture Atlas.

2.23.2011
1. Fixed some AO baking issue
2. Added a Layout feature that lays out UV's on a object level.  (UV's of Objects need to be from 0 - 1)


2.23.2011
1. Added A UV set editor.  It is located at the top of the edit uv tab
2. Added a HUD UI.  It it located in the window menu
3. Removed the open uv window and hypershade window since it is located under the window menu


2.23.2011
1. Added Cut Edge and Detach (Select the edges you want cut and in the Mesh Menu click on Cut Edge and detach).  This if very useful for cutting up characters.
2. Added Detach Faces (Select the Faces you want to detach and in the Mesh Menu click on Detach Faces)
3. Added Attach Objects (Select the objects you want to attach and in the Mesh Menu click on Attach Objects)
4. Added Select hard edges.  In the Select Menu just click on select hard edges.
5. Added Select interior Uv's.  In the Select Menu just click on select interior uv's.
6. Added Calculate pixel ratio in a right click menu on the Quick Scale button.  (Right click the Quick Scale button and click on Calculate Pixel Ratio)
7. Added Fix Border Uv's and Fix Interior UV's in a right click menu on the Quick Fix Button.


2.19.2011
1. Updated UI to be more compact
2. Added an isolate uv toggle.  Just select the uv's you want isolated and hit the "Toggle Isolate selected UV's" button.  Hit it again to un-isolate them.
3. Fixed an issue with the save uv list

2.15.2011
1. Updated UI  There are now 2 modes Full Mode and Bar Mode.  Full Mode contains the UV Editor in a connected Panel.  BarMode seperates the script from the UvEditor.
2. You can now save/load cutting edge selection per object.

2.12.2011
1. Updated UI  Now the cutting edge selection has a right click menu instead of buttons
2. Cutting Edges now work when using UV Ninja Mapping
3. Bake AO, Bake Light maps, and Bake UV's now will bake the textures to the same directory as the color texture and name it correctly.  (Just select an object(s) and hit the appropriate button)
4. The Transfer UV's are fixed.


1.25.2011
1. Fixed an issue with Edge Mapper when you dont have a texture on a object and you have find texture size checked on.

2. Added the simple edge straigten.  There are now 2 edge straigtens.
3. Cleaned up the UI

12.27.2010 updates
1. Added Scroll Bar and some UI clean up for 2011


9.14.2010 updates
1. Changed Quick Straigten to work on uv shells independently instead of a group.  So you dont need to detach your mesh to run it.

9.13.2010 updates
1. fixed an issue in the quick straigthen when you have shared edges between 2 uv shells.  Will determine if those edges are horizontal or vertical is more accurate.


8.7.2010 updates
1. Optimized KAM Mapper to be faster
2. Changed Shell Mapping to Unitize Mapping.  Added check boxes for quick unfold and quick fix to run on Unitize Mapping.

8.1.2010 updates
1. updated the shell mapper so you dont need to add edges to the list if you have edges selected.  If you have edges selected and you havent added any edges to the list then it will automatically use your selected edges as the cutting edges.


7.31.2010 updates
1. added add edges, remove edges Replace Edges, Clear Edges, and Select Edges in the Edge Mapping area.
2. added Shell Mapping.  This is a way to map by selecting edges on your mesh that you want to determine the UV Shells with.  you select the edges and add them to the list.  You then Select the object and hit Shell Mapping.  I will put up a video for this soon.


3.30.09
-fixed an issue with the quick scale when you have scaled an object.  it should scale the uv's correctly.
-updated the auto unfold function to better predict which unfold option to pick.

3.15.2009
-fixed some scaling issues with non square textures

3.15.2009
-added the quick fix function that was missing

3.14.2009
-fixed an issue with the unfold

-optimized the unfold operations

3.13.2009

-Major fix with issues when unfolding and you get zero uvs.
-fixed issues with quick scale
-fixed issues when straigtening border edges
-added Align Shells
-in the move section added move max to 1(moves the UV shells max extents to 1)
-added some frame layouts to the UI to clean it up some

-note:  some extra testing for zero uv's might slow some procedures down. but also added some optimizations.

2.1.2009

-updated Move UV to be easier to use
-The Zero button will move your selected uv's to start at 0 0
-The others are pretty self explanatory




1.31.2009
fixed UI issues

1.26.2009
- Updated quick straighten uv edge(s) to correctly straighten shared edges

-quick unfold now runs on each shell independantly

1.20.2009
Updated Quick Straighten UV edge(s) and removed straighten U and straighten V
- It will now determine if an edge should be straightened on either U or V
- Will now work on selected edges only
- Will now straighten Border edges
- Will now check to see if the edge loop has more than one edge.  It will skip any edge loops with only 1 edge.

1.18.2009
Fixed Quick Fix bug

Fixed Border  mapping bug
Updated help file

1.31.2009
fixed UI issues

3.13.2009

-Major fix with issues when unfolding and you get zero uvs.
-fixed issues with quick scale
-fixed issues when straigtening border edges
-added Align Shells
-in the move section added move max to 1(moves the UV shells max extents to 1)
-added some frame layouts to the UI to clean it up some

-note:  some extra testing for zero uv's might slow some procedures down. but also added some optimizations.

1.20.2009

Updated Quick Straighten UV edge(s) and removed straighten U and straighten V
- It will now determine if an edge should be straightened on either U or V
- Will now work on selected edges only
- Will now straighten Border edges
- Will now check to see if the edge loop has more than one edge.  It will skip any edge loops with only 1 edge.
Tutorial

- Select the edges you want to straighten the UV's on
- click quick straighten UV edge(s)

1.18.2009

Fixed Quick Fix bug
Fixed Border  mapping bug