Ghostscape
07-20-2004, 02:22 PM
I am working on a game with some friends of mine, and I need to generate a second set of UV coordinates for all of my meshes (probably about 200 so far) so we can bake lightmaps. I know I can use the automatic unwrapping in the "render to texture" dialog to unwrap each model with a second set of UVs that keep the UVs for each poly unique, but I'm not sure if it's possible to build a script that would (ideally)open a file, put each model in the file at the world origin, apply the automatic unwrapper to generate new UVs in the second UV channel, and then use our exporter with certain settings.
I don't know if any or all of this is possible, so if you know if this is possible or not, I'd appreciate it. If you have a script that does something similar that I could modify, I'd love it.
I'm looking into MaxScript right now, but I'm on a time crunch and don't want to waste my time if this is something that can't be done.
Thank you very much for your help!
I don't know if any or all of this is possible, so if you know if this is possible or not, I'd appreciate it. If you have a script that does something similar that I could modify, I'd love it.
I'm looking into MaxScript right now, but I'm on a time crunch and don't want to waste my time if this is something that can't be done.
Thank you very much for your help!
