Hi Wayne,
it seems the way XSI handles UV coordinates results in this,
someone here posted a comparison of two *.obj files, one
from Maya and one from XSI, in a nutshell, the XSI *.obj
would export the UV coordinates based on the polybisectors,
not on the vertex, resulting in multiple entries per vertex.
This seems to be due to XSI allowing to simply select a "polyface"
in the UV editor and moving that to another location, whereas
in Maya you may first have to split the UVshell along the polyface´s
edge, then move that new shell, e.g. two different designdecisions
for manipulating UV data. In XSI it is enough to have UV´s share
the identical space to render filtered continously, in Maya you better
merge those UVs sharing the same location to achieve contious
filtering and avoid seams.
Solution:
After import into Maya, select the entire UVset and "merge UVs"
with a very low threshold setting.
Problems:
May interfer with exchanging models back and forth between
Maya, XSI and bodypaint/ZBrush...
Cheers
tim
----- Original Message -----
From: "Wayne Williams" <w1343(at)comcast.net>
To: <XSI(at)Softimage.COM>
Sent: Thursday, August 16, 2007 11:31 PM
Subject: .obj export unwelds uv's
Has anyone else ever had a problem with exporting .obj's from XSI to Maya/Max and the
models come in with their uv's all unwelded? By unwelded I mean every poly is now
seperate. Each poly is its own uv island basically.
-wayne
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