Re: .obj import UV point order

Date : Tue, 29 Jan 2008 13:26:24 -0800
To : XSI(at)Softimage.COM
From : "Alan Fregtman" <alan.fregtman(at)gmail.com>
Subject : Re: .obj import UV point order
UVlayout never -- unless they fixed it in a newer version -- respects
vertex point order, by the way. (They will import, but exporting will
have completely new order.)

Roadkill keeps the point order the same every time. (It also handles
overlapping cuts, which UVlayout despises, giving you a jellyfish-like
twitching of the uv shell with overlap.)


On Jan 29, 2008 12:58 PM, Vincent Fortin <vincent.fortin(at)ubisoft.com> wrote:
>
>
>
> Try selecting "Separate files per object" before exporting. I had the same
> issue but with point indices instead.
>
>
> ________________________________
>
>
> From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of
> Mathieu Leclaire
> Sent: Tuesday, January 29, 2008 3:47 PM
> To: XSI(at)Softimage.COM
> Subject: .obj import UV point order
>
>
>
>
>
> It seems that when importing a .obj file for a large and complex mesh, XSI
> changes the order of some of the UV points. For example, if we export an
> .obj to be used in Zbrush, UVLayout or Unfold 3D for example, when we
> reimport the obj and we want to copy the UVs to the original mesh, it won't
> work. Sure, we try and fix it using Gator but sometimes, the results are not
> always liable. How do you guys deal with such problem?
>
>
>
> Mathieu Leclaire
>
> R&D Programmer
>
> Hybride Technologies
>
>
>
> "Yesterday is history, tomorrow is a mystery, today is a gift and that is
> why it's called the present"
>
>
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