xmesh loader wont read UV's, is there a way to import OBJ sequence with UV?

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  01 January 2013
xmesh loader wont read UV's, is there a way to import OBJ sequence with UV?

Hi

I was using xmesh loader for reading OBJ sequence, but it does not read UV/polygon ID data, is there some other way to import obj sequence with UVs?
 
  01 January 2013
Originally Posted by Piotrek255: Hi

I was using xmesh loader for reading OBJ sequence, but it does not read UV/polygon ID data, is there some other way to import obj sequence with UVs?


Did you consider posting about this on the Thinkbox forums?

Please send us a sample of an OBJ sequence that is not being read correctly and we will look into fixing the XMesh loader to handle it.

Note that if you save an OBJ sequence using XMesh Saver and load it back via the XMesh Loader, its UVs are correctly loaded. So it must be a syntax variation in the files you are using, not a fundamental lack of UVs support. Looking at your files would thus be helpful.
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Bobo
 
  01 January 2013
thanks Bobo for taking this thread in your hands, i cant post on thinkbox forums becouse for.. i dont really remember how long... i am waiting for my account to be approved. Yesterday tried to register again but still no answer.

At the company i work for we have Onyx's full package, it comes with treestorm which i can bake to vray proxy, but i was wondering why xmesh wont work.

I send you OBJ files in email (your cgtalk PM box has no space left).
 
  01 January 2013
Originally Posted by Piotrek255: thanks Bobo for taking this thread in your hands, i cant post on thinkbox forums becouse for.. i dont really remember how long... i am waiting for my account to be approved. Yesterday tried to register again but still no answer.


Email me your Login Name and I will make sure it is enabled.

We get a lot of spam attacks and have to manually check each application (dozens a day). We check the IPs against lists of known spam generators. It is possible that you are blacklisted somewhere...


EDIT: I don't see an email from you - are you sending to bo_petrov AT yahoo DOT de ?

EDIT2: I have activated your user account on our forums.
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Bobo

Last edited by Bobo : 01 January 2013 at 07:10 PM.
 
  01 January 2013
Thanks for activating the forum account, last time i sent it to the email from cgtalk profile, i will resend it to the one you gave just now.
 
  01 January 2013
Originally Posted by Piotrek255: Thanks for activating the forum account, last time i sent it to the email from cgtalk profile, i will resend it to the one you gave just now.


I got the OBJs, loaded in the latest XMesh Loader 1.1.3.49093 and assigned a Standard Material with a Checker Map in the Diffuse Slot.

It displayed the Checker on each leaf and on the trunk/branches, so the UVs work exactly as expected.

What XMesh does NOT do is loading the MTL information or supporting the # Sub-Object tags to create Material Ids for the various elements of the tree. The Max OBJ importer supports that, but since the topology is not consistent between frames, there is no way to produce PointCache data from them.

So you are right, you cannot use the XMesh Loader in its current form.
I will pass the files to the developers, but since OBJ is not the focus of XMesh development, I am not sure how much to expect in the near future...

One possible workaround would be to write a MAXScript that imports each OBJ using the Max OBJ importer, then saves each frame to XMesh (which will preserve the material IDs and mapping). Then the XMesh Loader will be able to load the resulting sequence while keeping MatIDs and textures.

This obviously requires a license for the XMesh Saver. Do you have one?
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Bobo
 
  01 January 2013
no, i am using only xmesh loader, it is not for a project so there's no need to buy it, i am just testing various options for creating animated trees, so far in every package except maya it is a problem. I can use treestorm with onyx to make proxies in 3dmax, i think thats why it was invented becouse relying on treestorm is a joke... after 4 uniques trees it slows up the viewport so much that 3dmax eventually crashes.

Thanks for looking into it.
 
  01 January 2013
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