hblan
02-17-2006, 05:18 AM
add a unwrap_uvw to a object . setMapChannel to 3 , and then use "edit" button to modify the uv,
at this time , if u setMapchannel to 1 , and now use flatten button to flatten , the uv that u modified will all be losted .
generally if we want in the new channel we can use the last flatten uv , we have to save the uv at mapchannel 3 and after change to mapchannel 1 we can load the uv file .
my question :
save and load the uv has only this command:
<void>save()
Presses the Save button in the modifier抯 UI
<void>load()
Presses the Load button in the modifier抯 UI
all these command will open the standard dialog ,but i want it save and load automaticly with the script , maybe function like this :
<void> save <object`s unwrap_uvw modifier> <fileName>
<unwrap_uvw modifier> load <fileName> --this command return the saved .uvw file .
i have large objs for save at channel 3 and back to channel 1 . so have to search here for help .
thanks for help .
at this time , if u setMapchannel to 1 , and now use flatten button to flatten , the uv that u modified will all be losted .
generally if we want in the new channel we can use the last flatten uv , we have to save the uv at mapchannel 3 and after change to mapchannel 1 we can load the uv file .
my question :
save and load the uv has only this command:
<void>save()
Presses the Save button in the modifier抯 UI
<void>load()
Presses the Load button in the modifier抯 UI
all these command will open the standard dialog ,but i want it save and load automaticly with the script , maybe function like this :
<void> save <object`s unwrap_uvw modifier> <fileName>
<unwrap_uvw modifier> load <fileName> --this command return the saved .uvw file .
i have large objs for save at channel 3 and back to channel 1 . so have to search here for help .
thanks for help .
