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Auto UV Mapper support 2013×64 coming soon!

     Posted on Mon ,28/01/2013 by admin

Ok, Ok, I know…


I have been asked this for so long that I now feel really guilty not releasing version 2013.


Truth is that I now got 2013 access because our studio just bought one so I can finally build it and release it.

I will do that probably…. tonight and let the world know it is ready.

Apology to everyone who’s been waiting for so long.


Another fact which is affecting my update frequency of the tools are that ever since I moved to South Korea, everyone here is using Max instead, so I didn’t have much chance looking at Maya for some time now.

Anyway, it’s coming.



Kuno lunch time day out

     Posted on Sun ,08/04/2012 by admin




Kuno lunch time day out pictures at central park nearby

3DS Max vertex alpha blend fx shader

     Posted on Wed ,22/02/2012 by admin

I gave a go with ShaderFX and created a simple two texture blending shader using vertex alpha. It took less time making the shader than to actually install the MAX again and then the ShaderFX itself, learning the process from the scratch. :D


It is very easy and simple to create such shader using ShaderFX in 3DS MAX so anyone can probably do it but I thought someone may have use for it if you are absoultly not up for it.

Kudo goes to Ben and the others for creating such a powerful tool for Max. I thought about asking them to create one for Maya too but seeing that it can export to Maya CGFX , I didn’t. But it will still be very nice to be able to use shaderFX inside Maya as well.

If you can’t get it to work , or have feedback comments then please do so.

On my way home..

     Posted on Wed ,15/02/2012 by admin

Picture i have taken on my way home some time last year.
Probably typical scene of remote south korea sub urban.


Auto UV tool undo limit

     Posted on Fri ,11/11/2011 by admin

As I have mentioned before, the tool uses native Maya commands to perform many of its tasks.

Problem at the moment, is that if Undo become unlimited, then using this tool can eat up lots of memory. Because Maya stores all the command the uv tool uses in the undo queue.

I have noticed in the past that if you use 32bit Maya in 32bit OS, Maya tends to crash around using 1.2GB of memory (due to undo). This sudden crash of Maya was last thing you want when you are working with Maya so the preventation has been enforced to make sure this doesn’t happen.

However, having said that, lots of lots more people are now using PC with more memory and 64bit , I might increase the number to something like 200 to start to give realistic enough undo numbers.

I may even add option to disable the undo limit all together. I am planning to do this around at the end of this month.

Auto UV Mapper version 1.15 – Fixed bugged installer

     Posted on Fri ,30/09/2011 by admin

Hi Everyone.

Apology to those who couldn’t get version 1.14 working. I found bug in my installer which caused Maya module file to be bugged. This has now been fixed in version 1.15

Please uninstall old version, delete any related Cas_autoUnfold folders and install version 1.15

Version 1.15
Fixed bugged installer. (sorry!)
Increased default undo from 7 to 10 and max to 30


I am going to adjust the undo numbers for 64bit versions as it seems to handle higher number of undos better than 32bit version.
Also, if you are having problems with this tool and wants some help with it, please send me email instead leaving comments without registering your email address. I would rather trouble shoot through email conversation than on the comments on the page.


Auto UV Mapper tool version 1.14 , Maya 2012 x 64 bit support

     Posted on Thu ,25/08/2011 by admin

Hi everyone.

Here is a minor update of uv mapper tool , following requests to support maya 2012×64 version.

No 32bit support yet thou. I need to get hold of API for that somehow.


Unity with Android

     Posted on Sat ,30/07/2011 by admin

I have decided to feel for what it is like to port my simple space shooter game into Android using Unity.

Turns out that it was lot pain free than I have expected. Sure, I had to add some extra code to take care of inputs like acceleration so I can tilt device to control moving player let and right. But all in all , it was really fun to see it running in Android phone.

Made new tweak to that min and max position of the player is now confined in screen position instead of world position. This was to make it resolution independent.

Started fiddling with free shader editor called Strumpy. It is not as good as stuffs out there, but it is built into Unity and it is free! I also think it has lots of potential so I am keeping my eyes on it.

Also just found out that Unity only supports 2 uv sets , which is bit of bummer and I am wondering why that design decision was made. Perhaps it was considering more on cross platform (especially into mobile) so decision was made to not over load GPU with too many multi uvset assets.

All in all , still having fun! :D

Fun with Unity

     Posted on Fri ,29/07/2011 by admin

Finally, I had some time to play with Unity and while I was looking at it I found some cool videos from Buzz (thanks Buzz).

They are remake of simple space shooter game designed to teach basics of Unity in C#.

I personally find Buzz’s videos very entertaining to listen to so I gave it a go.

Turns out that playing with Unity was more fun than I have expected, I even began to think that Unity and Maya shares some similarities on how things are organized and components are linked up.

After watching videos and fiddling with Unity for couple of hours, I was able to follow it till the end in 2 days. And I have just started adding some extra fun stuffs on my own now. It will be very interesting how this game turns out in my Android phone.

For those of you who have not dealt with Unity before, follow the link below and just spend couple of hours and bang, now you know Unity.


And here is my build of the game for those of you terribly bored. :D

My very first Unity game!

Another good news is that I have compiled x64 version of Cas uv mapper Maya 2012 version so I will release that soon too.

Getting adjust to South Korea

     Posted on Fri ,22/07/2011 by admin

Hi folks.

I have arrived nice and safe in South Korea early this month and I have been busy trying to adjust to my new surroundings.

Believe it or not, I still have not fully adjusted my time line so I am doing 12-8 at the moment.

I have sorted out my internet connection (damn, only 100mbit connection to my house ) and new casing for my old pc and so on.

I am planning to get back to bit of fiddling with Maya + Max + Unity + Unreal engine so they will be my focus for next few months. I am not looking for a new job yet, I think this is my rare opportunity to really take look at some of the software out there so I intend to take full advantage.

However, this also means I can do some long awaited update to the Maya plugins. Thank you those keep sending me “thank you” messages. It means a lot to me.

When I get out to Seoul , I want to take some pictures and put them in here so watch out for them.