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Vertex Map Commands


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Copy

The 'Copy' command, when used in conjunction with the 'Paste' command, allows users to take the information from one vertex map and apply it to another.

You can access the Copy and Paste commands from the menu bar command "Vertex Map > Copy/Paste", or by selecting the map in the Vertex Map List, right-clicking on the map and choosing Copy. Select a different map in the same list, right-click again and choose Paste to complete the operation.

Copy V Map

Vertex Map Type: Users should make sure when copying values with the menu bar command "Vertex Map > Copy" to ensure that the proper vertex map type is defined for proper results.

 

Paste

The 'Paste' command, when used in conjunction with the 'Copy' command, allows users to take the information from one vertex map and apply it to another.

You can access the Copy and Paste commands from the menu bar command "Vertex Map > Copy/Paste", or by selecting the map in the Vertex Map List, right-clicking on the map and choosing Copy. Select a different map in the same list, right-click again and choose Paste to complete the operation.

Copy V Map

Vertex Map Type: Users should make sure when copying values with the menu bar command "Vertex Map > Copy" to ensure that the proper vertex map type is defined for proper results.

 

Clear

"Vertex Map > Clear" resets the values of the vertex map edits. If you make changes to your weight map, for example, then press Clear, those values are discarded and the weight map is returned to its initial state. Clear can be accessed on the Vertex Map menu by choosing Clear. You can also fire the Clear command by right-clicking on the Map name in the Vertex Map List and choosing Clear.

Clear VMap

 

 

Delete

To completely remove a vertex map from the Vertex Map List and the current MODO session, select the map in the list, then use the Delete command. You can right-click the entry in the list and select Delete, or from the menu bar choose Vertex Map > Delete.

 

Set Value

Set Value

The Set Value tool is used to quickly and accurately set the value of a particular vertex map, or a group of selected vertex maps. Since much of the data in a 3D model is stored as a vertex map, this is quite a powerful tool. While vertex maps are typically referred to when discussing things such as morph maps, weight maps, or UV data, vertex maps are also used for storing the basic position information for all vertices in a mesh. When using Set Value, the dialog changes to reflect current conditions. So if there are no selected RGBA maps, then there is no RGBA choice in the popup. Also the component popup changes to match the type of the vertex map which has been selected.

To use Set Value, simply use the "Type" popup to choose the desired vertex map class. The contents of this pop-up may change depending on what types of vertex maps are active in the currently selected data. Now you can use the lower pop-up to choose the setting you wish to change. Finally, enter the desired value for the vertex map.

With this tool you can manage many different aspects of your model data quickly. For example, you could use this function to quickly set the UV coordinates to U = 0 for an entire set of selected vertices so that they snap to an edge. Or you could use the command to quickly set the selected vertices weight map to 100%. You could even use this tool to set all of the selected vertices to an absolute location such as X= 0.

 

Set Vertex

Set Vertex Value

The Set Vertex command lets you define precise values for individual vertices in a vertex map. The numeric fields on the Set Vertex Value dialog include these options:

Component: Some vertex maps have multiple components. For example, a UV vertex map has two components U and V, an RGB map has three components R, G, and B while a Weight map has only a single component, the weights value. When using the Set Vertex command on a vertex map with multiple components it is important to be able to choose which component will be set by the command. Using the Set Vertex command on a UV map with the component set to 0 will set the value on the U component of the map. Using a value of 1 in the component field will set the V value.

Index: Specifies which vertex is to be affected. If you turn on Show Indices under Visibility Options you can see the vertex indices in the viewport.

Value: Determines the numeric vertex value.

 

Clamp

Clamp V Map

Vertex Map Clamp command limits the values in a vertex map based on a Cutoff value.

 

Quantize

Quantize V Map

Vertex Map Quantize is a tool that reduces the vertex map selection values mathematically. It evaluates all the selected components and simplifies them based on the Amount values set in the Quantize Vertex Map floater. Increasing the Amount value will result in fewer diverse values in the Vertex Map. Quantize can be found on the Vertex Map menu.

 

Jitter

Jitter V Map

Found on the Vertex Map menu, Vertex Map Jitter is a tool that procedurally affects selected vertex map values based on an Amount numeric field. This option provides soem randomization to the placement of the vertices in the vertex map.

 

Unify

Unify V Map

A discontinuous vertex map is one where a single vertex has multiple UV map values. Vertex Map Unify merges continuous and discontinuous vertex map values if their difference is below the threshold value given. The difference is computed from the largest component value difference (as opposed to the difference of the magnitude of the entire vector). One way to visualize this operation is to make some discontinuous UVs that are very close to their continuous alter egos, then use the command to close the seam.

 

Cull

Cull V Map

The Vertex Map 'Cull' command removes extra vertex map values. It clears the values below the Cutoff setting. If Hollow Area is set, then only values that have non-culled neighbors are removed. It will limit culling to 'isolated' values, or values which are below the threshold and are not connected to any vertices with values above the threshold.

 

Mirror

Cull V Map

The Vertex Map 'Mirror' command creates mirrored vertex map values across the user defined axis (defined by the 'Symmetry' axis). The target geometry with the vertex map will need to be symmetrical itself and 'Symmetry' will need to be enabled before running the command. A Source map is selected and a Destination map is determined in the command dialogue. If the Source and Destination are the same map (same name) then the values from one side will be mirrored to the opposite. If the Destination name is different from the Source then a new map is created (or an existing map is assigned the mirrored values).

Source Map: This is a list of the active vertex maps on the current mesh item layer(s). Select the target map for the mirroring operation from the drop-down list.

Destination Map: In this text input field users can manually enter the name of the Destination map for the mirrored vertex values. If the name is the same as the Source, then the values will be mirrored across the designated symmetry axis in the same vertex map, creating a symmetrical map (if it wasn't to begin with). If the name is different from the Source, then the resulting map will be a mirrored version of the Source (not symmetrical).

comment balloon Comments (1) RSS Icon

mrlemonyfresh June 7, 2015 at 4:27 AM

Check here for info on how the mirror tool is broken and how to deal with it:

http://community.thefoundry.co.uk/discussion/topic.aspx?f=33&t=82540

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