A quick update to 3.2. As I explained in the original post I realized that I didnât have to have the functions Stripe or Band. Using Cylindrical Mapping you control that by rotating the Texture you want to use.
Also added â<â â>â buttons to the âRCLâ button, which allows you to scroll to all your worms that you have currently in the Toolbox. Once you found the one you want press âRCLâ to load it. Otherwise RCL will load the currently active one or if you are holding a different tool, such as the Simple Brush, it will load the Object that was last made.
Now to answer some more questions!
<BLOCKQUOTE>quote:</font><HR>but i get strange things happening occasionally: the stretched mesh stays as the textured one - this happened in at least one of the previous versions, too - i dunno: i do it exactly the same way and most of the times it is fine, but then i get a needle only <HR></BLOCKQUOTE>
It seems that Zbrush is very picky about the objects that it can export as OBJ. If the Zsphere Mesh is too large it will fail. I notice this happens to me if I am doing a Zline and one of the end points didnât get pickup up and it dropped to the back of the canvas. Also I get strange results with âRibbonedâ objects if the Mesh gets too deformed, the texture gets mangled and sometimes there is a line that connects the start to the end. ah wellâŠ
<BLOCKQUOTE>quote:</font><HR> also it seems like the time to choose a texture (step 3) is limited, but then thats no prob, because if the mesh is created properly any texture can be applied and mapping changed (though without the benefits of optimum rotations) afterwards. another question re texturing: is the decision whether to use band or stripes necessarily to be made after step2 or should it be set before step1 and 2? i suppose it belongs to where you put it, so thats just out of interest. <HR></BLOCKQUOTE>
In the New version and 3.1 the script automatically selects UVC for you so it is only asking you to now select the Texture for the object you want. Like you noticed, once it is mapped any texture will go on correctly. It would be a bummer if all you got was that striped default texture the script puts on. As for the Band and Stripe switch, it is no longer needed, just rotate your Texture to make it band or stripe.
<BLOCKQUOTE>quote:</font><HR>mirror: in version 3.1 it appears that pressing one axis only is possible (previous versions allowed combos of axis)
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I changed this in preparation for a function to do the âMembâ function in the Z axis, which I want to make sure the user only has one axis selected. So you will have to do an extra click or two on the Mirror button to get all four quadrants.
<BLOCKQUOTE>quote:</font><HR> put/snap: this one i dont get, both the idea plus making it work properly⊠at least on my pre-OSX mac there appears a dialogue box which text i cant read (looks empty) and its just possible to click okay⊠mayhaps theres a similar one in windows which might help me understand whats happening. however: whats different to placing the tool as usual upon the pixols in the canvas, ctrl+s it in gyro mode and drag the copy somewhere else, holding the cursor inside the gyro in order to fix it on another spot and go on and on and on?
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Again that must be a Mac difference as you are not supposed to get a dialog box. The way âPutâ is supposed to work is.
- Be editing an object, either with gyro visible or in edit mode (red circle)
- Press the âPutâ button - your cursor turns funny
- Click the left mouse button on some point on the canvas that you wish to place the object.
- the script should move the object there
If you have âSnapâ on, then it will also snapshot the object there.
It is just a time saver, instead of wrestling the gyro around, dragging it for depth, rotating for position⊠With Snap on you can create a whole forest of things in a snap!
Thanks again, Keep on Worming!

Here is a quick example of the new and correct mapping.