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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- References:
- disconnecting UVs in *.obj export?
- From: "Tim Leydecker" <BauerOink(at)gmx.de>
- Re: disconnecting UVs in *.obj export?
- From: "peter boeykens" <peter_b(at)skynet.be>
- Re: disconnecting UVs in *.obj export?
- From: "Tim Leydecker" <BauerOink(at)gmx.de>
- disconnecting UVs in *.obj export?
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