Quick peel, rescale and unfold strip from loop hot keys?

j_rave2k
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Participant

Quick peel, rescale and unfold strip from loop hot keys?

j_rave2k
Participant
Participant

Hey guys, trying to assign hot keys to quick peel, rescale and unfold strip from loop functions but can't find them in the customize UI menu(Unwrap UVW section). Any help would be greatly appreciated!!

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I_Megaman_i
Collaborator
Collaborator

Its called "unfold edge" in "Unwrap UVW" group-All commands

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Anonymous
Not applicable

For Quick Peel you can assign to LSCM 

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mschnekHRKMG
Participant
Participant

It "kind of" works, but mind you, Unfold Edge is not the same as Quick Peel.

Moreover - it seems you can only assign a hotkey to Quick Peel using LSCM algorithm. However, if you want to use Unfold3D method with Quick Peel(newer and possibly better method), you can't assign a hotkey to it(there's no such command in Customize menu). You can't even record custom macro with Listener and hotkey that, because, sadly, it looks like Autodesk ( for some reason that escapes me ) chose not to expose the command to Maxscript.
And... it gets only better as Quick Peel using Unfold3d is not the only one Unwrap command that can't be assigned to a hotkey because of this!

 

Overall, working with Unwrap in 3ds would be so much better and faster it all the commands were "hotkey-able" and also several tweaks to some of them would be ported from Maya like: Stitch working in viewports(funny thing - Break/Cut Seam works!) and Stitch Custom that can be hotkeyed(right now the only solution I know of for this mess is using old and no longer developed, nor updated TexTools script); Straighten shell that doesn't distort the whole shell if it isn't all quads, Straighten Shell that respects the shell topology i.e. preserve edge distances/actual area ratios between faces; Stack shells with one click while also trying to transform/average vertices between selected shells as close as possible etc.

 

I mean what's the problem? Max already got Unfold 3d unwrap method with 2022.x and Autodesk already has all the code working pretty well in Maya, so why not port that what you already have and make some of our work less miserable. We could even be actually happy about an update for once.

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