uv - modo to maya , maya to modo?


#1

**** i figured it out*****
it was stupid me. ehhe :slight_smile: … any admin can delete this useless post … thank you

hey this might be a basic question for someone who has been in maya for awhile now. how do i get my uvs to go from modo to maya? or maya to modo. i’ve tested this with a model from maya that has uvs layed out. saved it as a .ma file and then opened it up in modo . but when i go to uv window in modo. it doesnt show me any uvs. maybe i’m missing something its pretty early in the morning …

thx in advance


#2

Please do tell…unfortunantly after trying assining materials texture channels:)lol saving as Lw…I’m still cannot save Modo generated Uv’s So I can view them at a later time . Or import a model and view its UV’s.

I must have missed something in the docs??..

Would be most appricated

KP


#3

After loadiing a file, make sure you’ve chosen a UV map form the Vertex Map List viewport. The selected UV map should show up any UV Texture view you have open.


#4

Speaking of UV’s… any word on whether we can expect more development in this area for the first maintenance release? UV’s are another area where an interactive target weld tool (preferably built into the tweak tool itself would come in very handy). Vertex joining doesn’t seem to work on UVs and the snap tools don’t either so I can’t even get decent seam closures without resorting to workarounds like scaling down till all selected verts overlap. If anyone has suggestions I’d love to hear em.

I’m also curious as to why I need a separate rotate tool for UV’s when the move and scale tools work seamlessly between 3d and UV views.

Anyone care to go into more depth on UV peeler? It doesn’t make sense to me at all why I would use this tool over say… atlas mapping with predefined polygon parts. There’s very little in the docs on UV stuff in general.

UV support is a major requirement if you want to tout modo as a game development modeler.

Please have a look at how programs like XSI or even Blender deal with UV mapping - these ones set the bar for others to follow.

Edit Forgot to mention that the selection tools don’t work properly with UVs either. It would be great if things like grow/shrink, select connected etc worked within the context of the UV window as opposed to the 3d views only. As an example, double clicking does not work in the UV window for select connected/loop, and using the arrow keys to grow/shrink a uv selection carries on selecting beyond the borders of UV chunks.


#5

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.