This is nothing new, I saw the same behavior swapping models back and
forth from XSI 3 and Maya 5. My guess is that each package has a
fundamentally different approach to UVs. Last I remember, in maya you
have to manually make your cuts and sew your UVs, where as in XSI you
can just select your UV's in your texture editors and move the UV's
without having to select the border edge and cut out the UVs. My guess
is what allows XSI to easily move around UV's probably has something to
do with the reason that the UV's are never permanently sewn, and when
imported into Maya you have the 4 UV's per vertex.
So, I don't believe its a bug at all, just a different approach.
my 2 cents
Greg
On Wed, 2006-11-29 at 18:14 +0100, Tim Leydecker wrote:
> Hi guys,
>
> IÂve 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 isnÂt 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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