What is the XSI 'Preserve UVs' (found in 3dsmax)


#1

Hey guys,

I am a Max user and I am used to a feature called ‘Preserve UVs’. What it does is that when you move vertex on your model, only the vertex move and the UVs stay at the same location and doesn’t get distorted. It’s very useful when I try to optimize a mesh.

I read that there is something called ‘Swim’ in XSI but I can’t get it to work. Here is how my stack looks right now :

(-)Clusters
EnvelopWeightsCls
(+)head
(+)Phong_4
(+)Phong_5
(+)Phong_6
(+)Phong_7
(+)Texture_Coordinates_AUTO
(-)MergedUVsProperty (Explicit UVWs)
(+)MergeUVsProperty_Def

I tried to add the 'Modify/Projection/Swim but I didnt see anything added in the explorer and when I move the vertex, the UV still deforms :frowning:

Any thought?
Thanks


#2

I think Swim is what you are looking for but it doesn’t work exactly like Preserve UVs…
take a look at the documentation there’s something about how to use this feature and also the reproject.
I think those work nice when you have the projection there, as soon as you freeze it I think this feature stop working or something…

That said, it’s pretty easy to reproject UV’s on an object by using Gator, so you might find your way around there…


#3

Aye you need to keep your projections for swim to work, there are a couple of scripts to recreate your projections or you can use gator.


#4

Thanks guys, I will try that


#5

I can’t get “swim” or “stick” to work at all, seems broken to me.

the only thing that seems to work is “reproject” after activating the “edit projection tool”, even after freezing the projection, so that’s a good thing I suppose.


#6

Select your mesh and add a projection.
Then select your mesh goto the Render tab > Modify > Projection > Swim.

http://forums.cgsociety.org/showthread.php?t=336096
There’s a script at the bottom of the page.

Or

"Duplicate the original object. Delete the UVs on the original object. Gator the original object to the duplicate and transfer the UVs. Gator is placed in the modeling portion of the stack by default, but you can move it up into the animation stack. Now if you do any mesh editing in modeling mode, the UVs/texture will swim thru your topology freely. "


#7

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