Re: .xsi format trashes UVs

Date : Mon, 22 Aug 2005 14:17:46 +0930
To : XSI(at)Softimage.COM
From : Raffaele Fragapane <jaco(at)thejaco.com>
Subject : Re: .xsi format trashes UVs
the guy just didn't know that the XSI exporter needs an image attached or it will ignore the UVs on export.
wazzup with you and emailing me through a list hosted on the other side of the world when you're some 5 desks away from me anyway? : p


P.S.
I'm still somewhat inclined to blame part of the problem on affogato.

Jordi, if you're reading, did Ian's RIB exporter have problems with UVs and the C++ SDK reordering them into buggerdom?

Luke wrote:

Hi Raffaele ;-),

I'll walk to your desk and chat to you about this in a minute ( now you are in the same room! ), but it is worth posting so everyone else knows about it.

XSI incorrectly stores UV data within its SDK ( based on the examples from the SDK on how to access it ) and as a result, there are a LOT of issues saving and storing UV data between it and other packages.

We have been running into a lot of issues lately with this and it is especially apparent when you use UV's in the C-SDK. From Python the problem is easier to solve.

Only way that we have ever been able to get this working is to export as a .obj and import using .obj

From what I can tell, any manipulation of a mesh fries the sample indices in such a way that they are, from that point forward, useless from the SDK ( the indices get scrampled and the elementArray that "should" unscramble them isn't correct ). Since the dotXSI format must have been written using the C-SDK ( makes sense for speed.... ), it also suffers from this problem.

The only reason I think that .obj handles itself properly is that when it exports the mesh it traverses it in the same order that the SDK examples indicate it should, which means the UV's are written out as you would expect if you were accessing them upon import or manipulation from the SDK.

It's a big pain in the arse but it can be worked around. Once I get some time myself and Moritz will send XSI a repro for the problem, since it is not the easiest thing to demonstrate.

Good luck.

Luke

P.S. If you are up for a bit of a coding excercise, another workable solution is to write a nearest neightbour comparison between two meshes, one with the OK UVs before the export to maya and one with the fried UVs. You can find the same points in space and then copy over the UV data deviod of issues. It is a simple thing to code that should take you about an hour or two.


*********************************** * Raffaele Fragapane * * GTD (at) Rising Sun Pictures * * "Remember, TD is for TopDog" * ***********************************

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