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
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