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Deep UV
  Release Notes

Version 1.3.0.9

These release notes describe and illustrate the features of this latest release of Deep UV. They address any issues not discussed in the Help reference or Readme documentation and they include information regarding installation.

Please note that this document may be updated as more information becomes available.

New Features
Fixed
Known Issues
Installation Overview
Installation Instructions
Help
Product Versions
Version History
System Requirements

New Features
  • Max 9, Maya 8, Lightwave 9 plugins are now supported. Note that these updates do not include plugins for Max 7, Max 8, and Maya 7.
  • Updated plugin support for Photoshop CS1 and CS2.
  • RH files and protected RH files are partially supported.
  • Embedded images are supported in RH files; if you open a RH file that includes embedded images, those images remain embedded when you next save the file.
  • Updates are performed by downloading and running updates from the Right Hemisphere Web site.
  • OpenGL settings are now turned on by default.
  • New licensing system which replaces the eLicense system.

Fixed
  • Switching viewport layouts, textures are no longer lost.
  • When saving materials with the JPG or TIF file extensions, the 'Unknown file type' dialog no longer appears.
  • Materials that are saved with the 'Save Material' option after merging are now correctly attached to the model.
  • Textures now remain on models when you change the layout with all OpenGL options 'on'.
  • Images no longer come through on all materials for the XSI plugin.

Known Issues
  • Protected RH files cannot be exported to Deep Paint 3D.
  • Deep UV advises you when you open a protected file. You are only able to save it again into the RH file format.
  • If you load a model into Deep UV that contains transformed objects, and then save the file, the objects are changed into world coordinates and the transforms are set to the identity matrix. That is, all object transformations are lost.
  • Animation and normals are not preserved when saving to any file format, and they are not saved when saving over original RH files.
  • Embedded textures cannot be exported to Deep Paint 3D.
  • For users of the Material Splitter and Shading Switch, Maya has an issue on Windows 2000 and NT platforms relating to shader assignment information if shading switches are in use. If you are using shading switches, you must not delete your construction history after you have added the shading switches.
  • If you are working between Deep UV, Deep Paint 3D, Deep Exploration, and Deep Creator, we advise the following:
    • Working with files that do not contain any animation. Apply the animation after mapping and painting.
    • Using RH files through the entire workflow.
    • Using linked textures that are not embedded, if working with Deep Paint 3D.

Installation Overview

Before installing Deep UV or Deep Paint 3D we advise closing all applications.

A number of plugins can be installed during the Deep Paint 3D and Deep UV installation processes, to enable you to work with external applications by sending objects through to Deep Paint 3D for painting, and Deep UV for mapping. New UV and texture information can then be exported back to your application.

The supported plugins are:

  • 3ds Max.
  • LightWave.
  • Maya.
  • SOFTIMAGE|XSI.
  • Photoshop (for Deep Paint 3D only).

When you install a plugin, you must specify the correct folder path for the external application. If you do not specify the correct path, Deep Paint 3D or Deep UV tries to locate it, and if it is not found, the path defaults to the Deep Paint 3D or Deep UV plugins folder for the particular plugin. You must then manually locate it and move it to the correct folder.

Please note the following:

The 3ds Max, LightWave, Maya, and SOFTIMAGE|XSI plugins must be enabled in the external application before the functionality becomes available. See the Deep Paint 3D or Deep UV Help reference for further details.


Note: If you have installed Deep UV without first installing Deep Paint 3D, then you will need to manually copy and paste the Right Hemisphere (RH) Max plugin from the Deep UV directory into the Max 9 directory. This can be done by copying the following file:

C:\Program Files\Right Hemisphere\Deep UV\plugins\max9.0\plugins\RightHemisphere.dlu

And pasting it to the following directory:

C:\Program Files\Autodesk\3ds Max 9\plugins\

You should now be able to add Right Hemisphere to your Max Utilities.

Installation Instructions

Before you Install the Deep Paint 3D v2.3 and Deep UV v1.3.0.9 Update

Please make a record of your current eLicense by saving it to a text file. You can do this by right-clicking on Deep Paint 3D or Deep UV in the Windows > Start menu. Click Windows Start > All Programs > Right Hemisphere > Deep Paint 3D (or Deep UV) > right-click on 'Deep Paint 3D' (or 'Deep UV'). Click on the eLicense > Unlicense.

Then copy your eLicense number from the dialog box and save this to a text file to a safe location.

How to Back-Up Deep Paint 3D Custom Presets and Resources

C:\Program Files\Right Hemisphere\Deep Paint 3D\Resource\

If you have created your own custom presets in Deep Paint 3D, before installing the Deep Paint 3D 2.3 update please copy your Resources folder to another location e.g. Desktop. Once you have installed the v2.3 update you can copy your Resources folder back to the Deep Paint 3D folder.

Installing the Deep Paint 3D v2.3 and Deep UV v1.3.0.9 Update

The Deep Paint 3D v2.3 and Deep UV update are full installers. We recommend you uninstall your old version of Deep Paint 3D and Deep UV first. Please see "How to Back-Up Deep Paint 3D Custom Presets and Resources" before you install the Deep Paint 3D update.

When you have backed up your presets you can uninstall your previous version and install the new update.

Help

The Help reference information is available from the Deep UV menu options and by pressing F1 on your keyboard within Deep UV.

Product Versions

The version number scheme is 1.2.3.4567 where:

1 = Major version indicator. This would be incremented for a major release.
2 = Minor release that indicates new feature release between major releases.
3 = Indicates a patch that includes fixes only.

4567 = Build number as an identification of the build that is released.

 
   
   
 

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