Re: OT Headus UV Layout

Date : Mon, 20 Aug 2007 11:50:52 +0200
To : XSI(at)Softimage.COM
From : André Adam <a_adam(at)49games.de>
Subject : Re: OT Headus UV Layout
The problem with not being able to copy UVs back to the original mesh properly after obj import/export is the structure of the sample cluster, which is the place XSI binds UVs and Vertex Colours to. The mapping between polygon indices and sample cluster indices is subject to change in regards to modelling operations. The wavefront object format offers no templates for this index mapping, so the sample structure is simply rebuild during obj import.
This is not a bad thing in the first place, but when modelling operations have been performed on the original mesh after the texture projection has been applied, the sample indices don't match up anymore after wavefront export/import and a direct UV copy fails big time.


I've finished a script last week to copy UVs for these cases. It is not as smart as the solution found in Kim's Roadkill plugin (which I discovered 10 minutes after finishing work on my script), but it does the job over here. Since this seems to be a common problem I'll go and upload it to XSIBase. I'll pass a line to the list as soon as it is available from there.

Cheers!

   -André


Bernard Lebel wrote:
Well to be honest that's a problem I've seen a lot. At Action Synthèse we also had that with Unfold3d's predecessor, AutoUV. Some geek spent hours trying to figure it out without significant success.

I have no clue what's going on. But from my experience, I find it a disturbing coincidence that all these UV problems through OBJ exchange are raised with XSI. I think Softimage released at least few "fixes" to their OBJ exchangers to stop those problems, but they still occur. I was told by several non-Softimage people that this had everything to do with XSI. Someone else from this list explained to me that - sorry if I got it wrong - XSI is actually trying to fix something from the import, and because of sloppy export from other softwares it can result in more problems.

I dream of the day where exchanging OBJ files between any software will be pain free.


Cheers Bernard




On 8/17/07, *Bradley Gabe * <withanar(at)stanwinston.com <mailto:withanar(at)stanwinston.com>> wrote:


    Same issue here. I think we settled on roadkill doing the changing
    due to vast evidence of point order consistency between XSI and
    zbrush via obj interchange. Even so, with GATOR, point order
    problems magically disappear for most things.


we've had problems here with roadkill changing vert numering, is it maybe a xsi thing?

jason
----- Original Message ----- From: "Bernard Lebel" <3dbernard(at)gmail.com <mailto:3dbernard(at)gmail.com>>
To: <XSI(at)Softimage.COM <mailto:XSI(at)Softimage.COM>>
Sent: Friday, August 17, 2007 3:33 PM
Subject: Re: OT Headus UV Layout



> We used UV Layout to a certain extent here. All good, except for one
> thing: sometimes when the mesh comes back in XSI, some component
> numbering has changed. We had to gator the UVs back on the original
> mesh. Generally worked pretty well.
>
>
> Bernard
>
>
>
> On 8/17/07, olivier jeannel <olivier.jeannel(at)noos.fr <mailto:olivier.jeannel(at)noos.fr>> wrote:
>>
>> Hi people,
>>
>> I might have a bunch of meshes to UV unwrap soon. I'm looking for the >> best
>> decent solutions and I'm testing Roadkill and Unfold atm.
>> I've heard about Headus UV Layout but the site www.headus.com <http://www.headus.com> and
>> www.uvlayout.com/ <http://www.uvlayout.com/> seems down.
>> I'd be happy if you pro UV guys could share some advices...
>>
>> Thanks a lot,
>>
>>
>> Olivier


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