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stomps
Posts: 27
Joined: 13 Nov 2006
Location: Austin TX USA
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Posted: Thu Jan 04, 2007 2:23 pm Post subject: 3DS Max 7: Copying UVs into a Editable Poly mesh |
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I am using 3ds max 7. I am trying to save the UVS out from an OBJ file edited in UV layout to a editable poly 3DSmax file.
I created my mesh as a Editable Poly mesh. I export as an OBJ file and opened it in UV layout in edit mode. I then flatten the uvs and save the file it over the original OBJ file. When I import it back to 3ds max7 I try to copy and paste the uv’s and they paste in all broken/distorted.
Same thing happens if I just update the OBJ from UV layout
If I convert the original editable poly mesh it to an editable mesh the new uvs look fine in Max’s edit uv window but the model texture is broken up and distorted.
The reason why I need to copy uv’s from the imported OBJ file is because I am trying to clean up multiple UV channels in UV layout one channel at a time.
I hope this makes sense. I love your program it saves hours of my time!!!
Last edited by stomps on Mon Jan 08, 2007 9:16 am; edited 1 time in total |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Fri Jan 05, 2007 12:45 am Post subject: Re: copying UVs into a Editable Poly mesh |
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stomps wrote: | I hope this makes sense. |
I'm a Maya user, so unfortunately none of it make sense :-(
Its sounding like the export and import to Max are working, but maybe the point order is being messed with by UVLayout?
Does your mesh have any polys that have 8 or more sides? UVLayout with triangulate these, which might cause problems.
Or do you have Weld ticked on the UVLayout import options window? That also might mess with point ordering.
Maybe a Max user out there knows the answer?
Phil |
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stomps
Posts: 27
Joined: 13 Nov 2006
Location: Austin TX USA
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Posted: Mon Jan 22, 2007 3:13 pm Post subject: I found a work around |
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Your question; Does your mesh have any polys that have 8 or more sides? UVLayout with triangulate these, which might cause problems.
I unhid all edges and exported to UVlayout, edited the uvs and imported the uvs back into max. Applying the new uvs to the second channel worked YAY!!! but Now I can't go back to Editable Polys and ring or loop select BOOOOO!.
I guess I can live with that.... for now.
Thank You
Tommy Spampinato |
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r_knightly
Posts: 74
Joined: 29 Jun 2007
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Posted: Tue Jul 31, 2007 11:30 am Post subject: |
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It could also be max's exporter thats going the damage, its inclined to triagulate allot of faces. I had to write my OBJ exporter (refreshingly easy )own to get consistant results with my plugin.
*Shameless plug*
http://www.headus.com/phpbb/viewtopic.php?t=402
Try this  |
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stomps
Posts: 27
Joined: 13 Nov 2006
Location: Austin TX USA
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Posted: Tue Jul 31, 2007 12:21 pm Post subject: |
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That is a cool pluggin. Does it work in 3ds max 7? My team is still working in 3ds Max 7. Soon as we ship our game we will move to Max9. |
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r_knightly
Posts: 74
Joined: 29 Jun 2007
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Posted: Tue Jul 31, 2007 4:31 pm Post subject: |
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written in max 7 , its a macroscript so it should run on most vetsions just fine |
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