Re: disconnecting UVs in *.obj export?

Date : Thu, 30 Nov 2006 20:02:01 +0100
To : <XSI(at)Softimage.COM>
From : "Tim Leydecker" <BauerOink(at)gmx.de>
Subject : Re: disconnecting UVs in *.obj export?
I have a question before I file that featurerequest for the
handling of polybisectors in XSI (especially *.obj export).

Would you guys find it a useful simplification and
speedimprovement to have XSI in general only
generate multiple polybisectors at shellborders,
sort of automatically merging (once, on edit) double
UVs when "snapping together" UVs to a shell and
only using the polybisectors (internally) to discern
individual UV shells in a mesh or would this interfer
with anything like Normal/Discontinuity calculation?

I really like the idea of not having to explicitely use
cut and sew UVs as it´s done in Maya to create shells,
selecting faces and "docking´ em" as in XSI seems
to be the superior concept in terms of potential speed?

Or should I skip the above and just ask for an automatic
merge to shells for *.obj export (and *.fbx maybe)?

I´d really like to use the XSI UV tool more but it´s so
unbearably slow in comparison to Maya´s UV editor.

Cheers

tim





----- Original Message ----- From: "Tim Leydecker" <BauerOink(at)gmx.de>
To: <XSI(at)Softimage.COM>
Sent: Wednesday, November 29, 2006 7:51 PM
Subject: Re: disconnecting UVs in *.obj export?



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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