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View Full Version : Weird UV Problem in Max 9


archanex
03-13-2008, 11:01 AM
Hey guys, I hope this is the right place to ask this..

I"m working on a short film with a few other guys. After the modeling was done, we split the pipeline and had one guy work on the rig, and another guy work on UVs

now the problem is that for some reason the UVs won't transfer dispite having the same vertex count and vertex numbers. It appears the only thing different between the two models is their POLYGON numbers.

when I try to transfer the UVs, it appears to work at first, but if you look closer you'll see that it looks like someone has taken a pair of scissors to perfectly good UVs

I've attatched a closeup screen shot so you can see what I'm talking about. Can anyone offer any help? Thanks

http://www.smootharcs.com/other/uv_screenshot.jpg

Marcel
03-13-2008, 03:00 PM
I'm not sure what goes wrong exactly, but by redoing the UV's Maya will sometimes add or remove vertices. For example, when you detach two UV's from eachother Maya will create extra vertices (so that the UV coordinates can be stored). Perhaps the UV transfer is confused by this.

Have you tried reskinning and transferring the weights to the mesh with the correct UV's instead? The problem is that the default skin weight exporter in Maya needs identical UV's to work.

There are several mel scripts available that export the weights by their vertex position. Unfortunately I haven't used any of these lately so I can't give a suggestion to which one to try.

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03-13-2008, 03:00 PM
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