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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