Re: disconnecting UVs in *.obj export?
| Date : Wed, 29 Nov 2006 19:38:41 +0100 |
| To : <XSI(at)Softimage.COM> |
| From : "Tim Leydecker" <BauerOink(at)gmx.de> |
| Subject : Re: disconnecting UVs in *.obj export? |
Hi Wayne,
yes, it seems it´s the polynode bisectors/samples that each get individually exported, so the number of resulting UVs per vertex is between 2-5.
This is definitely wrong behaviour and should be adressed as in comparison XSI will import and display a mesh with a single UV/vertex correctly, (re)creating those polybisectors. So, logically, those bisectors aren´t mandatory and the *.obj files exported out of XSI _should adhere to the standard?
In Maya, as a workaround one can open the TextureEditor and do an Edit>Merge UVs with a veeery small treshold but this is something not too ideal when dealing with a complex mesh, rigged mesh or whatever that depends on history as this merging may introduce other,unknown changes.
I´ll pack it up and log it a feature request.
Cheers
tim
P.S: ZBrush has a similar "merge" feature somewhere in it´s import settings for *,obj files, as you probably know allready. Regarding the Hotbox, cool, love it but now still find XSI faster to model with (viewportspeed, +/-, tools, working modes). Nukes Maya.
----- Original Message ----- From: "Wayne Williams" <wayne(at)tripwireinteractive.com>
To: <XSI(at)Softimage.COM>
Sent: Wednesday, November 29, 2006 7:14 PM
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'sfrom accidentally welding in a way they shouldnt. Perhaps there is a mayafunction 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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- References:
- disconnecting UVs in *.obj export?
- From: "Tim Leydecker" <BauerOink(at)gmx.de>
- Re: disconnecting UVs in *.obj export?
- From: "Wayne Williams" <wayne(at)tripwireinteractive.com>
- disconnecting UVs in *.obj export?
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