Hi Wayne,
I also asked this a while back, David Abbott and a few other´s
had some insights, the thread is labeled
Re: paste UVs - vertex order shuffled on file I/O?
I´ve no soultion to your problem but the above thread also holds
some info regarding the copy&paste UV function affected through
this, in short, it seems the polybisectors are a speciality of XSI, as
there are no direct connections between individual UVs, hence there
are multiple polybisectors (storing the Normalsmoothing?) instead and
it is difficult to check which of the polybisectors to keep/convert to get
a continious UV shell required by Maya, so they just export multiple UVs.
On import back into XSI, this may mean you´ll have to create an new,
empty UV set to be able to paste the UVs created in Maya into that
(onto your XSI mesh) as mixing the imported mesh´s UV - now lacking
the polybisectors - seems to be unsupported with an existing XSI UVmap.
Or it´s something completely different...
Basically, you´ve found it yourself allready, "merge UVs" in Maya
is the way to go, the threshold the knob to fiddle to taste with...
Cheers
tim
----- Original Message -----
From: "Wayne Williams" <wayne.williams(at)theorphanage.com>
To: <XSI(at)Softimage.COM>
Sent: Saturday, February 17, 2007 12:18 AM
Subject: .obj unwelding polynodes
Ive uv'ed a model in XSI and the points are a welded in the uveditor so that when I
island select it selects the whole island. I export the model as .obj to maya and
upon import all the polynode bisectors are unwelded. Is this typical behavior? I
realize I can just select all and weld with a very low threshold but what is causing
me to have to endure this extra step each time? Is it the maya importer or the xsi
exporter? Thanks!
-wayne
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