Re: paste UVs - vertex order shuffled on file I/O?

Date : Thu, 18 Jan 2007 14:13:49 +0100
To : <XSI(at)Softimage.COM>
From : "Tim Leydecker" <BauerOink(at)gmx.de>
Subject : Re: paste UVs - vertex order shuffled on file I/O?
Hi David,

thanks alot for sharing your findings.

I still use Maya for UV editing because I´m
finding the UV Textureeditor less cluttered
and a tad more responsive. The AutoUVs
(unfolding) in Maya 8 is quite nice, too.
I guess that´s just a preference thing.

In general what bothers me about those problems
(you also experience) is that this means it may
become problematic to copy a new UVset
from an external source onto a rigged XSI mesh,
or better said a mesh that can´t be easily re-imported.

I´ll see if I can create a scene with a meshsnippet
that illustrates the behaviour (plus the *.obj files)
and pack it with a beer or two for support...

Cheers

tim

P.S: I´ll be adding Silo 2 (for it´s topology brush) by
next week - another *.obj dependend app to bother with...


----- Original Message ----- From: "David Abbott" <subvertex(at)gmail.com>
To: <XSI(at)Softimage.COM>
Sent: Thursday, January 18, 2007 1:11 PM
Subject: Re: paste UVs - vertex order shuffled on file I/O?



The .obj export thing is far from ideal in all circumstances.
I have had heaps of problems myself, identical to what you are talking
about.
It is bizarre how different the .obj files look in text.
Here is a grid with Uv's exported from XSI.
-----------------------------------
# XSI Wavefront OBJ Export v3.0
# File Created: Thu Jan 18 22:16:42 2007
# XSI Version: 5.11.2006.0529
o grid
# Hierarchy (from self to top father)
g grid

#begin 4 vertices
v -4.000000 0.000000 -4.000000
v -4.000000 0.000000 4.000000
v 4.000000 0.000000 -4.000000
v 4.000000 0.000000 4.000000
#end 4 vertices

#begin 4 normals
vn 0.000000 1.000000 0.000000
vn 0.000000 1.000000 0.000000
vn 0.000000 1.000000 0.000000
vn 0.000000 1.000000 0.000000
#end 4 vertex normals

#begin 4 texture vertices
vt 0.000000 1.000000 0.000000
vt 0.000000 0.000000 0.000000
vt 1.000000 0.000000 0.000000
vt 1.000000 1.000000 0.000000
#end 4 texture vertices

#begin 1 faces
f 1/1/1 2/2/2 4/3/3 3/4/4
#end 1 faces
-------------------------------------------
Here is the same file exported from Maya.

# This file uses centimeters as units for non-parametric coordinates.

v -4.000000 0.000000 -4.000000
v -4.000000 0.000000 4.000000
v 4.000000 0.000000 4.000000
v 4.000000 0.000000 -4.000000
vt 0.000000 1.000000
vt 0.000000 0.000000
vt 1.000000 0.000000
vt 1.000000 1.000000
f 1/1 2/2 3/3 4/4
------------------------------------------
There are no normals coming out of the XSI one, and the texture co-ordinates
appear  to be a different format.

I would be interested to know why they are different.
Shouldn't they be identical?
It's a specification right?

I find there are no such errors between other apps and XSI.

What Uv editing tools do you need to use in Maya?
I know the relax function is a little better, and you do have the lattice
tool.

Lattices, is there anything they can't do?

Dave



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