Hi guys,
it´s probably as Greg pointed out a different approach
in handling UVs, sounds plausible, especially since XSI
has no tool to "merge/cut" UVs but just let´s you snap´em.
When I import the mesh with a UVset created in Maya,
the polybisectors are recreated, e.g. I again those many
more samples as I have connections to a vertex.
Maybe that´s the reason why XSI is so incredibly slow
in it´s TextureEditor (or whatever it´s called, ALT+7)?
I´ll obviously not ask to completly change things in my
featurerequest but to at least check if there´s a way to
merge UVs to shells on *.obj export to strengthen the
crossplattformcompatibility and I/O with other apps a bit?
Besides, the *.obj created in Maya is roughly 10MB smaller
than the (otherwise same) file coming from Maya, e.g. it´s
36MB to 26MB in size (ok. it´s around a 100 000 quads...).
Just a guess but part of that could well be the imho obsolete UVs?
Cheers
tim
----- Original Message -----
From: "peter boeykens" <peter_b(at)skynet.be>
To: <XSI(at)Softimage.COM>
Sent: Wednesday, November 29, 2006 7:30 PM
Subject: Re: disconnecting UVs in *.obj export?
if you import the .obj again into XSI, what does it look like?
----- Original Message -----
From: "Tim Leydecker" <BauerOink(at)gmx.de>
To: <XSI(at)Softimage.COM>
Sent: Wednesday, November 29, 2006 6:14 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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