View Full Version : UV transfer problem
spiderjan 12-12-2003, 10:00 PM hello,
i have duplicated a polygon object just to straighten out wrinkles ond so on, to be able to make an nice planar projection UVmap, when i tried to transfer the UVmap of the duplicated object to my original ( as i use to do ) nothing happens!? Both objects has the same number of faces...
do anyone have any idea of what i made wrong and how to correct it?
thanks / jan
:cry:
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Modulok
12-13-2003, 03:10 PM
Its not just the same number of faces or vertices, its a specific vertex order that you cannot change.
If you select any vertex and look in the command feedback line, or in the channel box where it says "CV click to show" you will see an XYZ location of that vertex, as well as the vertex number.
It is this vertex number that Maya uses for things such as blendshapes and the transfer of UVs. If you have altered this, it would be the cause of your problem.
-Modulok-
paraplex
12-14-2003, 02:25 PM
hey, I was going to post this same question...
I've copied my model half and averaged out the vertices to get rid of the overlapping parts, done my UV maps, and the transfer function doesn't work...
I've checked a number of the verts on each model, and the vertex number is still the same, however I can't use either as a source for UV maps (or blendshapes incidentally.. not that I intend to)
I can also go through and select an individual face and paste that UV to the same face on the other model, but given the number of faces on the model i'd probably be doing that for some large part of this decade...I've also tried "copy UV" mel automation scripts, but to no avail (it doesn't seem to paste anything?)..
anyone got ideas?
I'd be eternally greatful!!
Cheers
Lachlan
Modulok
12-16-2003, 09:34 PM
If the transfer doesn't work, you've done something to modify the vertex numbering. This could be things like appending polygons, splitting edges, extruding faces, merging vertices, basically anything that modifies the vertex order of the shape node.
You can scale, translate, rotate, use any deformers, anything that does not modify vertex order.
the vertex number is still the same, however I can't use either as a source for UV maps (or blendshapes incidentally.. not that I intend to)
I've never encountered this problem, perhaps someone who has can reply.
On a side note, you can use topology that does not match for blendshapes by un-checking the "Check topology" option in the create blendshape dialog box. Depending on how your blendshape target, this *can* lead to strange results, though not always the case, this method is not recommended, though may, or may not give you some insight on the vertices that are causing the UV transfer to not work correctly, it would be something to try in an attempt to see where your error lies.
Best of luck
-Modulok-
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