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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Sun Jun 29, 2008 5:28 pm Post subject: |
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"When subdivision model is imported without hard edges - details that look like "boxes" now become circles etc. This prevents from making correct subdivision target calculations. "
Yes, unfortunately you are correct. Because its not part of the original Catmull-Clark subdivision scheme, each modeling package has come up with a different way of adding hard/sharpened edges, and they're all different. It doesn't help of course that the OBJ format only records the face and vertex information too.
My recommendation would be to build your subd models without using the special hard edge tagging because a) they'll be more portable across modeling and rendering packages and b) they'll flatten correctly in UVLayout :-)
Phil |
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AlexanderT
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Joined: 28 Jun 2008
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Posted: Mon Jun 30, 2008 5:14 am Post subject: |
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headus wrote: | My recommendation would be to build your subd models without using the special hard edge tagging because a) they'll be more portable across modeling and rendering packages and b) they'll flatten correctly in UVLayout
Phil |
I see. I use this method but right now i have specific task which requires very sharp edges, minimum of geometry and tiled texture across whole mesh
Btw, "smoothing groups" (3DS MAX and others) are exported via .obj, so in theory it is possible to build "hard edges">"smoothing groups" plugin. Thankfuly hard edges are stored as clusters and can be extracted easily. Maybe someone will do it one day  |
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headus Site Admin

Posts: 2902
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Posted: Mon Jun 30, 2008 6:06 pm Post subject: |
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"Btw, "smoothing groups" (3DS MAX and others) are exported via .obj"
Very good point ... I'll have to make a note of that because the normals *could* be used by UVLayout to determine which edges are hard.
Phil |
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nematocyst
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Joined: 30 Aug 2007
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Posted: Thu Aug 28, 2008 9:24 am Post subject: re-order problems in 3d MAX |
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it seems MAX needs a plugin similar to the one talked about here. We can't use mapping coordinates from a mesh edited in UVLayout and apply them to our original mesh in MAX without getting all the scrambled coordinates. Techincally speaking, the vert order has been completely re-arranged by the OBJ exporter. Because even if you don't bring an OBJ into UVLayout, and just export it out and bring it back in, the maps get scrambled. Anybody here know of a work-around of this problem? I'd love to edit my UVS in UVLayout, but not have to use the UVLayout mesh in MAX, but my original mesh (that has all my material IDS and smoothing groups). thanx |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Thu Aug 28, 2008 5:25 pm Post subject: |
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Have you tried the "Update" button? It preserves whatever shading/materials information is in the original OBJ.
I'm guessing here, but maybe check Max's OBJ import options too; something you have ticked (or not ticked) might be responsible for the re-ordering.
Phil |
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nematocyst
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Posted: Sun Aug 31, 2008 12:06 am Post subject: |
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the uvs still get scrambled; even when using 'update'. Phil, do you know if there's a specific setting that is needed when 'importing/exporting' OBJs from Max to make it work without any problem? |
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headus Site Admin

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Posted: Sun Aug 31, 2008 6:10 pm Post subject: |
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No, sorry, I'm not a Max user. I did find a reference to the problem here though, with a possible solution towards the end of the thread ...
http://forums.cgsociety.org/archive/index.php/t-517260.html
They're talking Zbrush to Max, but the same "double load" trick might work with UVLayout to Max.
Phil |
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maiz
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Joined: 10 Aug 2009
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Posted: Tue Oct 11, 2011 9:02 am Post subject: |
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uvlayout have been great little tool for making uv's in xsi but unfortunately after installing xsi 2012 on win7-64 I just cant make it work any more.
It will install nicely but when you select and export object it just flicks the black console window but wont open uvlayout. It does makes folder tor the objects and exports obj but doesn't seem to reach uvlayout.
Thats how it looks: http://www.youtube.com/watch?v=q0Cu08HWQ4I
Any suggestions would be appreciated
Tnx |
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maiz
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Joined: 10 Aug 2009
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Posted: Thu Oct 13, 2011 1:21 am Post subject: |
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This last situation, when everytings seems to be ok but UVlayout won't open, was caused by having project set to xsi samples, in other words on c: drives, where by default you do not have premissions.
After project (uvlayout temp .obj) is set to another disk, then it kind of seems to work, but...but it won't load the .obj you sent in, just seeing the load options, no object window.
Seems like UVlayout can't get the .obj from the project folder? I gave full premissions to both UVlayout and XSI installation folders and also to project folder on the other disk, but still wont load the .obj in. Seems like some kind of premissions issu but...after trying to solve it for 2 days, I just do not know any more
Any ideas? Someone? Maybe?
SOLVED
There was premissions issue, I used my old (created with previous OS install) xsi project on the seperate d: harddrive to test the UVlayout and there it seems that new Win do not all the premissions to that one (even thouhg I manually gave all premissions). Just makeing new project solved these premission issues.
Tnx
Last edited by maiz on Thu Oct 13, 2011 4:22 am; edited 1 time in total |
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headus Site Admin

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Posted: Thu Oct 13, 2011 2:27 am Post subject: |
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I don't use XSI myself, but I'm sure there's many others out there who will really appreciate you sharing your solution there.
Thanks!
Phil |
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maiz
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Posted: Thu Oct 13, 2011 4:31 am Post subject: |
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It actually was the solution, that you should change your current/active project to some other place than your xsi default examples one, but do not use some old project folder, that you have done before on previously installed OS (win7 in my case).
You also should run xsi as administrator, when xsi tells that you do not have premissions to UVlayout script file.
Hope it helps. |
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