RE: Merge UVs
| Date : Fri, 4 Nov 2005 10:00:16 -0500 |
| To : <XSI(at)Softimage.COM> |
| From : Jérôme Couture-Gagnon <jcgagnon(at)Softimage.COM> |
| Subject : RE: Merge UVs |
|
Cool, just tried another thing and it worked: you can
select all material clusters and do only one "extract", it will work (will
create all the meshes on one shot).
(funny how I can still be surprised by XSI even if
I code on it since five years...) From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Jérôme Couture-Gagnon Posted At: Friday, November 04, 2005 9:55 AM Posted To: xsi Conversation: Merge UVs Subject: RE: Merge UVs Hi Patrick,
I just tried something in case it would work, and it worked
OK, at least for my simple example. I hope that it works in a more complex case
(my feeling is that it will work because of the way the UV transfer of
merge works):
1) Create one mesh per material cluster
(Create->PolygonMesh->Extract - keep). Each will have all the
UVs.
2) Hide the original object, merge all the pieces together,
and transfer the attributes (big button for UVs &
materials).
3) If you are lucky, as I was, the material clusters will
all be magically referencing the first UV set, so you can delete the other
ones.
This should be easy to automate with a
script...
Ex:
'Creation of the mesh with 2 UVs, one used per polygon
cluster
NewScene CreatePrim "Sphere", "MeshSurface" SetSelFilter "Polygon" SelectGeometryComponents "sphere.poly[5-7,13-15,21-23,29-31,37-39,45-47,53-55,61-LAST]" ApplyShader , , , , siLetLocalMaterialsOverlap SIApplyShaderToCnxPoint "Image", "Sources.Materials.DefaultLib.Material.Phong.diffuse" CreateProjection "sphere", siTxtPlanarXY, siTxtDefaultSpherical, "Texture_Support", "Texture_Projection" SetInstanceDataValue , "Sources.Materials.DefaultLib.Material.Phong.Image.tspace_id", "Texture_Projection" SelectGeometryComponents "sphere.poly[0-4,8-12,16-20,24-28,32-36,40-44,48-52,56-60]" ApplyShader , , , , siLetLocalMaterialsOverlap SIApplyShaderToCnxPoint "Image", "Sources.Materials.DefaultLib.Material1.Phong.diffuse" CreateProjection "sphere", siTxtCylindrical, siTxtDefaultSpherical, "Texture_Support", "Texture_Projection1" SetInstanceDataValue , "Sources.Materials.DefaultLib.Material1.Phong.Image.tspace_id", "Texture_Projection1" ActivateObjectSelTool FreezeObj SetDisplayMode "Camera", "textured" SetDisplayMode "Camera", "texturedecal" 'Creation of an object with 1 UV set using an extract pass
and a merge pass SelectObj "sphere.polymsh.cls.Polygon" ExtractFromComponents "ExtractPolygonsOp", "sphere.polymsh.cls.Polygon", "polymsh_extracted", , siPersistentOperation, siKeepGenOpInputs SelectObj "sphere.polymsh.cls.Polygon1" ExtractFromComponents "ExtractPolygonsOp", "sphere.polymsh.cls.Polygon1", "polymsh_extracted", , siPersistentOperation, siKeepGenOpInputs SelectObj "polymsh_extracted,polymsh_extracted1", , True FreezeObj ApplyGenOp "MeshMerge", , "polymsh_extracted,polymsh_extracted1", 3, siPersistentOperation, siKeepGenOpInputs TransferAllPropertiesAcrossGenOp "polymsh.polymsh.mergemesh", "polymsh", , True SelectObj "polymsh.polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection1" DeleteObj "polymsh.polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection1" SelectObj "polymsh_extracted,polymsh_extracted1", , True DeleteObj "polymsh_extracted,polymsh_extracted1" From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of PL - Patrick Vier Posted At: Friday, November 04, 2005 9:39 AM Posted To: xsi Conversation: Merge UVs Subject: Re: Merge UVs But we got the mesh from "Image Modler" (realViz) and the Uvs are completly mad... 36 clusters,36 pictures, 36 UV... and Taddamm .. 1 UV with all Uvs inside... AAARRRGGGHHHH !!!! because of that crazy stuff, i thing is better to make a quick UV on the model (mt_pelt, for example) and a rendermap.... A bientôt on 3dvf... or xsilounge... Patrick :) Bernard Lebel a écrit : Salut Patrick, Yes you can. The UVs of the entire object are present in the cluster texture projection, but the UVs that are "outside" the cluster are not exposed in the Texture Editor. So select the first cluster texture projection, open a texture editor, and lock it. Then select the second cluster, select the UVs, copy, paste in the first texture editor. Repeat for each additional cluster. The "first" cluster may not be the top one in the stack though. You'll have to do a couple of tests before tracking down the right one. Cheers Bernard On 11/4/05, PL - Patrick Vier <patrick(at)post-logic.com> wrote:Bonjour à tous, Just wondering if is possible to merge many UV who come from many clusters. I found a workaround : Dupli the model, kill alll clusters, and unfold the mesh... get an UV and copy it in the first model mesh. lauch a rendermap and choose the new UV... Ok it seems work good... But if there is a solution to get 1 UV (from the UVs from the clusters) it will so cool. Thank Patrick :) -- ********************************** Patrick Vier - POST LOGIC | Web : www.post-logic.com | ------------ | Phone : 33 1 46 37 77 61 | Mail : patrick(at)post-logic.com | Msn : kenjaman_xsi(at)hotmail.com | ********************************** --- Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body: unsubscribe xsi--- Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body: unsubscribe xsi -- ********************************** Patrick Vier - POST LOGIC | Web : www.post-logic.com | ------------ | Phone : 33 1 46 37 77 61 | Mail : patrick(at)post-logic.com | Msn : kenjaman_xsi(at)hotmail.com | ********************************** |
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