Re: disconnecting UVs in *.obj export?

Date : Wed, 29 Nov 2006 13:14:24 -0500
To : <XSI(at)Softimage.COM>
From : "Wayne Williams" <wayne(at)tripwireinteractive.com>
Subject : Re: disconnecting UVs in *.obj export?
Do you mean the uv's have become unwelded? i.e. you are seeing the polynode bisectors for each vertex? This happens in Max when importing .obj's. Typically we just scale the UV's up very large in the editor and do a global weld on the whole uv set, then scale back down. This alleviates any uv's from accidentally welding in a way they shouldnt. Perhaps there is a maya function to do the same? Speaking of Maya, I've been exploring it a bit and man, the Hotbox/Custom marking menus are seriously a big workflow boost. Maybe in XSI v8.5.11? :-D
-Wayne
----- Original Message ----- From: "Tim Leydecker" <BauerOink(at)gmx.de>
To: <XSI(at)Softimage.COM>
Sent: Wednesday, November 29, 2006 12:14 PM
Subject: disconnecting UVs in *.obj export?



Hi guys,

I´ve a clean, all-quadmesh created in XSI with
a planar TextureSupport providing UVcoordinates.
Nothing special until I export the mesh as *.obj file
and import it into Maya, in both Maya 6 and 8 I
end up with the mesh having 4 UVs per Vertex?

This isn´t ideal, especially not for I/O with ZBrush...

Anyone else ran into this on XSI 5.11? bug/fix?

Cheers

tim

---
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


Search the XSI List archives here or use the advanced search form to search across mailing lists. Searching help is available.
This site supposedly brought to you by Benjamin Grosser and the Imaging Technology Group.