View previous topic :: View next topic |
Author |
Message |
dresdenwitch
Posts: 63
Joined: 07 Jul 2012
|
Posted: Sat Nov 17, 2012 7:00 pm Post subject: Deleting a couple of polys.. (solved) |
|
|
is it possible to remove a couple of polys that snuck through the making??
I have cut everything up and while doing so found a couple of bits that although won't be seen in the final obj, I don't need in the count.
I have now put them in the UV room with the rest, but is there a way to delete them rather than going back out and deleting them in my modeling program?
Just being lazy here.
Last edited by dresdenwitch on Mon Nov 19, 2012 10:31 am; edited 1 time in total |
|
Back to top |
|
|
GeoffRiley
Posts: 72
Joined: 21 Feb 2007
Location: Cheshire, England
|
Posted: Sun Nov 18, 2012 5:09 am Post subject: |
|
|
It depends on the modelling program - technically it should be simple, delete the polys and delete the associate texture vertices, especially since those appear to be disjointed anyway.
However, some programs just throw away the who UV map if you make a change to the vertex table - that is if you add or delete a poly.
My advise is to backup and then try it. I cannot remember which, if any, of the freebies leave the UVs in tact, but if your modeller doesn't do it, it may be worth trying the same thing in Blender, Wings3D, etc.
Otherwise... it is possible to do it by hand, but it's a long job and not for the feint of heart!
Geoff |
|
Back to top |
|
|
dresdenwitch
Posts: 63
Joined: 07 Jul 2012
|
Posted: Sun Nov 18, 2012 12:04 pm Post subject: |
|
|
I went back and took them out with the modeling program I use.. |
|
Back to top |
|
|
headus Site Admin
Posts: 2898
Joined: 24 Mar 2005
Location: Perth, Australia
|
Posted: Sun Nov 18, 2012 5:29 pm Post subject: |
|
|
"is it possible to remove a couple of polys"
No sorry, there's no geometry editing in UVLayout. One of the reasons for that is so that the modified UVs can be easily merged back into the original OBJ file.
Phil |
|
Back to top |
|
|
dresdenwitch
Posts: 63
Joined: 07 Jul 2012
|
Posted: Mon Nov 19, 2012 10:30 am Post subject: |
|
|
I sort of thought that.. as I said.. I was just seeing if there was a lazy way ... LOL sometimes there just isn't any shortcuts. |
|
Back to top |
|
|
GeoffRiley
Posts: 72
Joined: 21 Feb 2007
Location: Cheshire, England
|
Posted: Tue Nov 20, 2012 5:16 am Post subject: |
|
|
Doh! Sorry, I completely missed that you were asking if it was possible within UVLayout... I must have been having a particularly dense day. |
|
Back to top |
|
|
headus Site Admin
Posts: 2898
Joined: 24 Mar 2005
Location: Perth, Australia
|
Posted: Tue Nov 20, 2012 5:29 pm Post subject: |
|
|
That happens to us all :)
But back to the original question, in my own special dev version of UVLayout I do have the ability to save out only part of the mesh. I haven't included it in the release because it breaks the "no modifications to geometry" rule, but maybe it would be a handy option for you all to have. I'll see if I can get it into the next release.
Phil |
|
Back to top |
|
|
GeoffRiley
Posts: 72
Joined: 21 Feb 2007
Location: Cheshire, England
|
Posted: Wed Nov 21, 2012 6:45 am Post subject: |
|
|
Once in a while it can possibly be useful - but we don't want too many 'useful little extras' like that coming in really... UVLayout does a truly magnificent job at what it was designed to do and that needs to be the focus of it: I've seen too many good packages ruined by 'good-idea-itus' over the years where the main thrust of a program has been lost under a deluge of feature creep.
We don't want to end up with an all singing all dancing vector editor that just happens to do a wonderful job at UVLayout.
If you see what I mean. |
|
Back to top |
|
|
dresdenwitch
Posts: 63
Joined: 07 Jul 2012
|
Posted: Wed Nov 21, 2012 11:15 am Post subject: |
|
|
and we don't want you to break any 'rules' either. I don't think it's a big deal.. one just has to look better when making the object. |
|
Back to top |
|
|
headus Site Admin
Posts: 2898
Joined: 24 Mar 2005
Location: Perth, Australia
|
Posted: Thu Nov 22, 2012 1:04 am Post subject: |
|
|
Thanks both for the input! I'm also cautious about feature creep, but might do it anyway. The option to only save out polys that have UVs is a logical feature for a UV editor to have I think, I just have to be careful it can't be selected accidentally.
Phil |
|
Back to top |
|
|
|