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        <title>AutoUV PROJECT</title>
        <link>http://nendowingsmirai.yuku.com/forums/5</link>
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        <![CDATA[ Problems, Ideas, etc.. ]]>
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		<!-- descriptions should be shorter than 500 char to be polite -->
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		<item>
			<title><![CDATA[ Am I do something wrong or is a UV map issue? ]]></title>
			<link>http://nendowingsmirai.yuku.com/topic/6670/t/Am-I-do-something-wrong-or-is-a-UV-map-issue-.html</link>
			<description><![CDATA[ Someone <span>could help me to understand what is happens?
<br>
<span id="temp-0"><span><embed src="http://www.youtube.com/v/frNuZ1Hg8_8&amp;hl=pt_BR&fs=1&color1=0x2b405b&color2=0x6b8ab6" type="application/x-shockwave-flash" allowScriptAccess="never" height="385" width="480" ></embed></span></span></span>
<br>
<br> ]]></description>

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			<author>feeds@yuku.com (Micheus)</author>
			<guid isPermaLink="true">http://nendowingsmirai.yuku.com/topic/6670</guid>
			<pubDate>Wed, 18 Nov 2009 17:18:51 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ Vertex colors to uv map? ]]></title>
			<link>http://nendowingsmirai.yuku.com/topic/6653/t/Vertex-colors-to-uv-map-.html</link>
			<description><![CDATA[ Please could anybody show by a simple step by step way how to transfer the vertex colors (to bake them) on the uv map image? Is this possible? I mean having
them, with all their so nice fading effect, imprinted on the resulting uv unfoldment image... Such a thing could be of a very good use for generating dirt maps
for example (which may be used as alphas or as uv map editing guides, as well)... I made a search in the threads here but I did not find any clearly put
instruction... Thanks in... ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Dimitri)</author>
			<guid isPermaLink="true">http://nendowingsmirai.yuku.com/topic/6653</guid>
			<pubDate>Tue, 10 Nov 2009 09:08:59 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ Consolidate AUV regions? And some other thoughts. ]]></title>
			<link>http://nendowingsmirai.yuku.com/topic/6598/t/Consolidate-AUV-regions-And-some-other-thoughts-.html</link>
			<description><![CDATA[ I was wondering if there&#39;s a way to consolidate AUV regions when charting and using the auto-chart feature.
<br>
<br>
One of two things seems necessary:
<br>

<ul>
  <li>Ability to use regions of the same value as those generated by auto-segmenting. Currently if there&#39;s a piece that&#39;s segmented to AUV region 108
  and I want it as part of AUV region 112, I can&#39;t fix that as I can only use AUV regions 1-9. If I could pull up the higher number regions, then I could
  quickly fix... ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (pauljs75)</author>
			<guid isPermaLink="true">http://nendowingsmirai.yuku.com/topic/6598</guid>
			<pubDate>Sun, 18 Oct 2009 12:17:53 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ AutoUV stopped working ]]></title>
			<link>http://nendowingsmirai.yuku.com/topic/6553/t/AutoUV-stopped-working.html</link>
			<description><![CDATA[ Yes and this makes me sad.
<br>
<br>
I can&#39;t view the uv maps for some of the objects on my model (uwrapped it a few days ago). When I try to, only the <a target="_blank" href="http://img121.imageshack.us/img121/7634/ohsh.jpg">AutoUV</a> toolbar opens and Wings  freezes. I have used different versions of Wings to work
on the model, is that bad? Help!
<br> ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (SabinDoo)</author>
			<guid isPermaLink="true">http://nendowingsmirai.yuku.com/topic/6553</guid>
			<pubDate>Thu, 01 Oct 2009 10:52:10 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ How come my textures don't export with the model? ]]></title>
			<link>http://nendowingsmirai.yuku.com/topic/6541/t/How-come-my-textures-don-t-export-with-the-model-.html</link>
			<description><![CDATA[ Well, this is kind of a problem. I&#39;m developing a game and was using wings for modeling and texturing, I got the texture and I think I made a really good
model but when i exported to .obj and imported into bleadnder the texture wasn&#39;t there. Should I export to another format? Will I have to remap my model in
blender? Arrg, this is getting me angry! ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Stratosphere)</author>
			<guid isPermaLink="true">http://nendowingsmirai.yuku.com/topic/6541</guid>
			<pubDate>Sat, 26 Sep 2009 08:24:02 GMT</pubDate>
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		</item>
		<item>
			<title><![CDATA[ UV Mapping Blows My Mind!!! ]]></title>
			<link>http://nendowingsmirai.yuku.com/topic/6496/t/UV-Mapping-Blows-My-Mind-.html</link>
			<description><![CDATA[ <br>
I seemed to have a mental block when it comes to the UV Mapping concept.
<br>
<br>
I have this 3D model of a football helmet and I&#39;d like to get a team logo mapped
<br>
onto it.
<br>
<br>
Is there a simple tutorial that will miraculously open my eyes to this process?
<br>
<br>
Thanks,
<br>
<br>
Ray
<br>
<br>
<br> ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (rayj00)</author>
			<guid isPermaLink="true">http://nendowingsmirai.yuku.com/topic/6496</guid>
			<pubDate>Sat, 05 Sep 2009 14:43:03 GMT</pubDate>
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		</item>
		<item>
			<title><![CDATA[ Copy uvs to multiple objects ]]></title>
			<link>http://nendowingsmirai.yuku.com/topic/6480/t/Copy-uvs-to-multiple-objects.html</link>
			<description><![CDATA[ I have this thing which is made up of lots of separate objects. 
<br>
<br>
<a target="_blank" href="http://img29.imageshack.us/i/chainswordhighpoly.png/"><img src="http://img29.imageshack.us/img29/2461/chainswordhighpoly.png" alt="image"></a>
<br>
<br>
The blade bits are all objects.  Is there a way to transfer the uvs for one of the blades onto all of the blades?  Or is there some other way of not doing the
laborious task of the same job 13 times.
<br>
<br>
Also is there a way I can keep the... ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Calabi)</author>
			<guid isPermaLink="true">http://nendowingsmirai.yuku.com/topic/6480</guid>
			<pubDate>Mon, 24 Aug 2009 11:05:22 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ Vertex Color painting ]]></title>
			<link>http://nendowingsmirai.yuku.com/topic/6413/t/Vertex-Color-painting.html</link>
			<description><![CDATA[ <span><span><span id="temp-1"></span></span><span><span><span><span><span id="temp-0"></span></span><span><embed src="http://www.youtube.com/v/pCv9zR6PcNo&amp;hl=pt-br&fs=1&" width="425" height="344" type="application/x-shockwave-flash" allowScriptAccess="never" ></embed></span>
<br></span>
<br>
Since Bjorng are making a great work about this,
<br>
i tryied to understand how Vertex Color/Material are working today.
<br>
<br>
- i changed a little my w3d viewport to this paint work
<br>
<br>
-... ]]></description>

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			<author>feeds@yuku.com (Fonte Boa)</author>
			<guid isPermaLink="true">http://nendowingsmirai.yuku.com/topic/6413</guid>
			<pubDate>Sun, 26 Jul 2009 13:56:40 GMT</pubDate>
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		</item>
		<item>
			<title><![CDATA[ Possible to preserve spatial relationships? ]]></title>
			<link>http://nendowingsmirai.yuku.com/topic/6231/t/Possible-to-preserve-spatial-relationships-.html</link>
			<description><![CDATA[ I know the default in UV mapping is to optimize space usage when creating templates, but sometimes this behavior isn&#39;t a good thing. If I have a series of
miscellaneous separated shapes (like text) that are part of a single object, when mapped in the default manner - the postions get all jumbled to hell. Would it
be possible to add an option for camera mode projection mapping to preserve spatial relationships in the template layout? So if I had something like
&quot;Hello&quot; it... ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (pauljs75)</author>
			<guid isPermaLink="true">http://nendowingsmirai.yuku.com/topic/6231</guid>
			<pubDate>Mon, 18 May 2009 08:53:16 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ UV mapping report and maybe a challange ]]></title>
			<link>http://nendowingsmirai.yuku.com/topic/6209/t/UV-mapping-report-and-maybe-a-challange.html</link>
			<description><![CDATA[ <p>Dear all,</p>

<p>after a week of work UV mapping I finally ask for your attention.</p>

<p>Please DO NOT jump in with answers early, unless you have a really simple solution. My plan is to report my findings on the UV mapping in Wings3d and I will
continue in this thread as good/frequently as I can.</p>

<p>I found it difficult to UV map this model in Wings3D, and I tried Blender and Roadkill too:</p>

<p><img src="http://tugendbol.de/wings3d/UV_challange/jo_01_small.png"... ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (deerwood)</author>
			<guid isPermaLink="true">http://nendowingsmirai.yuku.com/topic/6209</guid>
			<pubDate>Tue, 05 May 2009 00:22:25 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ Move things only vertically or horizontally in the UV Editor Window ]]></title>
			<link>http://nendowingsmirai.yuku.com/topic/6186/t/-things--vertically--horizontally---UV-Editor-Window.html</link>
			<description><![CDATA[ I like the UV Mapping possibilities in Wings more and more.
<br>
Sometimes however I wish that there was a  move &#39;vertical&#39; and &#39;horizontal&#39; choice like
<br>
in &#39;scale&#39;. To keep a chart aligned to a certain part of a texture for instance.
<br>
The constrain tool is to crude in this case.
<br> ]]></description>

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			<author>feeds@yuku.com (Hassebas)</author>
			<guid isPermaLink="true">http://nendowingsmirai.yuku.com/topic/6186</guid>
			<pubDate>Fri, 24 Apr 2009 03:44:33 GMT</pubDate>
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		</item>
		<item>
			<title><![CDATA[ Old Subject Draw Edges ... Need Help Dan. ]]></title>
			<link>http://nendowingsmirai.yuku.com/topic/6027/t/Old-Subject-Draw-Edges-Need-Help-Dan-.html</link>
			<description><![CDATA[ Old Subject Draw Edges ... Need Help Dan.
<br>
<br>
You have a control in the create texture dialog for the edge options that says
<br>
<br>
&quot;draw with material&quot; or something similar.
<br>
What about draw with Vertex colors ????
<br>
<br>
Could you add that option ???  I could have sworn that
<br>
was in there at some point.  But needs to be a gradient draw
<br>
that obeys the edge vertex colors.
<br>
<br>
I could probably even hack up a code snippet for this if you were game
<br>... ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (ggaliens)</author>
			<guid isPermaLink="true">http://nendowingsmirai.yuku.com/topic/6027</guid>
			<pubDate>Mon, 29 Dec 2008 10:25:29 GMT</pubDate>
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		</item>
		<item>
			<title><![CDATA[ Create Texture for only selected faces? ]]></title>
			<link>http://nendowingsmirai.yuku.com/topic/5920/t/Create-Texture-for-only-selected-faces-.html</link>
			<description><![CDATA[ Is there any way to make the Create Texture command in AutoUV to apply only to the selected faces or face-groups? Right now it only seems to want to apply to
the entire model, which is rather annoying when I&#39;m trying to use different shaders on different sections of my model. I suppose I could split the model
into several parts and uvmap each individually, but that seems a bit excessive just to get different shaders on each section...
<br> ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (ekolis)</author>
			<guid isPermaLink="true">http://nendowingsmirai.yuku.com/topic/5920</guid>
			<pubDate>Wed, 29 Oct 2008 09:07:04 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ Edge-Extend ]]></title>
			<link>http://nendowingsmirai.yuku.com/topic/5903/t/Edge-Extend.html</link>
			<description><![CDATA[ A while back I was complaining about there being ugly &quot;seams&quot; on models where I used the OpenGL render-to-texture feature. Well, maybe this is
obvious to SOME people, but I FINALLY figured out what needs to be done to a texture in order to fix those seams! Basically all I have to do is take every
background pixel which is adjacent to a texture pixel, and make its color the average of any adjacent texture pixels. This can be accomplished (sort-of) in
this fashion using an image... ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (ekolis)</author>
			<guid isPermaLink="true">http://nendowingsmirai.yuku.com/topic/5903</guid>
			<pubDate>Fri, 17 Oct 2008 17:33:24 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ Problem: Edges marked for cut being forgotten ]]></title>
			<link>http://nendowingsmirai.yuku.com/topic/5864/t/Problem-Edges-marked-for-cut-being-forgotten.html</link>
			<description><![CDATA[ Found a bug with UV mapping in 0.99.03. It seems that Wings3D selectively &quot;forgets&quot; about some edges marked for cut and fails to do so. Click on
thumbnail pic for example.
<br>
<br>
<a target="_blank" href="http://img367.imageshack.us/my.php?image=notcuttingproperlyhr2.jpg"><img src="http://img367.imageshack.us/img367/7257/notcuttingproperlyhr2.th.jpg" alt="image"></a>
<br>
<br>
1. Start with UV mapping an object, such as this wheel &amp; tire combo. (It&#39;s one piece.)
<br>
2. In... ]]></description>

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			<author>feeds@yuku.com (pauljs75)</author>
			<guid isPermaLink="true">http://nendowingsmirai.yuku.com/topic/5864</guid>
			<pubDate>Mon, 15 Sep 2008 06:31:57 GMT</pubDate>
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		</item>
		<item>
			<title><![CDATA[ Persistant Old UV's - Help? ]]></title>
			<link>http://nendowingsmirai.yuku.com/topic/5807/t/Persistant-Old-UV-s-Help-.html</link>
			<description><![CDATA[ I am trying to UV map a model - but after the first map I made for the front of the door - the next map I&#39;m trying to make is for the back of the door.
<br>
<br>
But when I click on &quot;UVMapping&quot; I don&#39;t get options for choosing the type of Unwrapping and the selected faces appear on top of the last UVMap -
help?
<br>
<br>
How do I get wings to make a totally new UVMap for this area?
<br>
<br>
Link to image of bad UV:... ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (FranOnTheEdge)</author>
			<guid isPermaLink="true">http://nendowingsmirai.yuku.com/topic/5807</guid>
			<pubDate>Thu, 07 Aug 2008 06:35:56 GMT</pubDate>
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		</item>
		<item>
			<title><![CDATA[ AUV automatic packing is possible? ]]></title>
			<link>http://nendowingsmirai.yuku.com/topic/5802/t/AUV-automatic-packing-is-possible-.html</link>
			<description><![CDATA[ One thing i really miss from Wings AUV tool is automatic packing of the UV islands, I&#39;m making models for a game and this would be something that would
speed up my work. For the ones that don&#39;t know this is a tool that packs all the UV islands neatly together inside the 1.1 area, based on the islands size
and a percentage given by the user of the space between the islands. Very handy. Is it possible?
<br>
<br>
Optigon ma man, you would be my personal Jesus Christ if you pull this of.... ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Argoon81)</author>
			<guid isPermaLink="true">http://nendowingsmirai.yuku.com/topic/5802</guid>
			<pubDate>Wed, 06 Aug 2008 07:53:22 GMT</pubDate>
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		</item>
		<item>
			<title><![CDATA[ help? ]]></title>
			<link>http://nendowingsmirai.yuku.com/topic/5783/t/help-.html</link>
			<description><![CDATA[ is there a way to weld two objects without stitching their respective uv charts?
<br>
<br>
edit: well, if there is, i couldnt find it. So facing tedious cleaning of messed up uvs, i simply brought the object into lightwave and merged it there. Word
of advice people - cutting your mesh for uv mapping is not a recommended practice in wings.
<br> ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (marcin wuu)</author>
			<guid isPermaLink="true">http://nendowingsmirai.yuku.com/topic/5783</guid>
			<pubDate>Mon, 28 Jul 2008 11:03:30 GMT</pubDate>
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		</item>
		<item>
			<title><![CDATA[ Syllable port ]]></title>
			<link>http://nendowingsmirai.yuku.com/topic/5766/t/Syllable-port.html</link>
			<description><![CDATA[ Hi All!
<br>
Does project still alive?
<br>
<br>
I&#39;m from Syllable project. Does anyone heard about it afore? Syllable is not yet another nix, and it&#39;s written from scratch. Support POSIX. Syllable
have native kernel, FS, GUI, have rich native API. Does anyone interesting in porting <span class="bold2">Wings 3D</span> to Syllable? There are to many
different 3d editors for Linux and Windows, but there are no any for Syllable, so you could try take place in our system. If we will... ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Rohan)</author>
			<guid isPermaLink="true">http://nendowingsmirai.yuku.com/topic/5766</guid>
			<pubDate>Mon, 14 Jul 2008 00:27:40 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ LSCM? ]]></title>
			<link>http://nendowingsmirai.yuku.com/topic/5753/t/LSCM-.html</link>
			<description><![CDATA[ I was wondering - through how many iterations of LSCM does wing go? and is there a way to make it do it more?
<br>
Today i had a simple model to unwrap - a folder - and the wings autouv made it distorted. I dopped it into lightwaves plg and pushed iterations to 10000 and it
turned out aok.
<br>
Or am i missing something here?
<br> ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (marcin wuu)</author>
			<guid isPermaLink="true">http://nendowingsmirai.yuku.com/topic/5753</guid>
			<pubDate>Sun, 06 Jul 2008 10:28:43 GMT</pubDate>
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