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View Full Version : Reverse normals screws uv information.


stallion151
06-15-2006, 01:56 AM
hey ppl,


If you make a sphere and assign a checker file to its color and then duplicate that sphere move it away and give a negative scale on any one axis. Freeze transformation on all transforms, and reverse normals....then try and transfer the uv set information from the original to the duplicate and see what happens.

I've tried all the gui options, but each of them still screw up the uv's ordering. The vertice data stays the same, does anyone know a way around this or of a solution to this problem.

I'm using maya 6.5.

rollmops
06-15-2006, 07:42 AM
It's approximatly that way you can transfer UV from ie: "left shoe to the right"
As the right shoe is a copy scale -1 from the left.

Just duplicate the left shoe then move it away and give a negative scale on any one axis. Freeze transformation on all transforms, and reverse normals...
Now you may transfert UV to the right and get a proper result.
;)

Emil3d
06-16-2006, 05:35 AM
stallion, you can’t transfer properly UVs between objects with different vertex order. What you are doing changes the order of the vertices. The workflow should be – copy, transfer UVs, then mirror. You can display the vertex numbers from the custom poly display.

stallion151
06-18-2006, 11:18 PM
yeh thats cool, i understand the vert order. but shouldn't the transfer still work to some degree, replicating the scale that was done. It appears to have done a unitize on the object and rotated or something.....but then again assuming maya should do something is never how it is, for so many things.

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06-18-2006, 11:18 PM
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