Re: .obj unwelding polynodes

Date : Sat, 17 Feb 2007 13:37:54 +0100
To : <XSI(at)Softimage.COM>
From : "Tim Leydecker" <BauerOink(at)gmx.de>
Subject : Re: .obj unwelding polynodes
It´s due to the Geometry approximation >Polygon Mesh>
Discontinuity Angle in XSI set at 60°, e.g. even two right
angled polygons will get an interpolated smoothing, making
the result look smooth across even a quite low geometry

Most of the time this looks better (in rendering) than Maya´s
default 30° smoothing angle, where the same object may
allready look quite facetted.

I must admit that since I´m using XSI and it´s powerful
subD workflow, I mostly build meshes for subdivision,
e.g. don´t care too much about polcounts but instead
just for the most pleasing result in terms of surface,
as mR/XSI will hardly ever slowly down in the Viewport
or in rendering of  those meshes.

Intrigued by your question, I just checked and can´t
find something similar (or at all) to all the tools in Maya´s
Edit polygons>Normals>menu entries

You´re right they would be really helpful to finetune a
mesh´s look without having to add geometry. Bummer...

I can´t find something like the smoothing groups in Max either.

Another feature request, maye? I think André Adam would
also be interested in this as well as having further ways to
influence the calculation and editing of Normals - like having them
modified by user, then locking them or editing them in gerneral?

Cheers

tim





----- Original Message ----- From: "Wayne Williams" <wayne.williams(at)theorphanage.com>
To: <XSI(at)Softimage.COM>
Sent: Saturday, February 17, 2007 3:03 AM
Subject: Re: .obj unwelding polynodes



Thanks for the reply Tim. On a related note, is there a feature in XSI like the Normals>Unlock Normals? When modeling hard surface objects I tend to just inset the offending face that is giving a hint of warped normal and this fixes it. Unfortunately this adds geo. In maya, just use that and the mesh seems to magically look proper. If this feature isn't in xsi, is it intrinsically linked to there being no direct connections between individual UV's? Perhaps this is also the reason that the UV editor in XSI bogs way down with meshes that Maya just breezes through interaction wise.....perhaps having to calculate all the extra data that comes along with multiple bisectors is what causes this? I'm probably totally incorrect so if anyone has a clue they can toss me that'd be great.
-wayne


----- Original Message ----- From: "Tim Leydecker" <BauerOink(at)gmx.de>
To: <XSI(at)Softimage.COM>
Sent: Friday, February 16, 2007 5:48 PM
Subject: Re: .obj unwelding polynodes



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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