Re: .obj import UV point order

Date : Tue, 29 Jan 2008 22:37:03 +0100
To : XSI(at)Softimage.COM
From : Julien Stiegler <julien.stiegler(at)free.fr>
Subject : Re: .obj import UV point order
xsi vertex order is fine.
I think uv result also matches perfectly but the uv samples doesn't always keep the same order.
I mean the uv sample is connected to the corrected vertex index so the result is fine even though the uv sample itself doesn't have the same index . I remember i had to avoid strange uv situations manually in xsilo importer/exporter.


Alan Fregtman wrote:

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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