UVs...

So… I have a workflow question since my expected workflow ended up being a bust.

I exported a model out of Maya. I unwrapped it in 3ds Max. And now when I try to copy the Unwrap_UVW modifier from my unwrapped mesh and apply it to the XMesh loader it doesn’t actually transfer the UVs. Shouldn’t the Vertex IDs etc all come through properly/the same?

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I guess I can do a UV Projection and solve it that way, but if there is an official recommended way that would be appreciated.

XMesh is intended to maintain the original vertex and face order.

You might be able to fix this by renaming your UV Set in Maya to “map1” and re-exporting the mesh. (Currently our Maya plugin transfers map1 to Max’s texture coordinates. In the next build, it will transfer Maya’s Current UV Set to Max’s texture coordinates instead.)

(I assume you transferred one mesh using OBJ, and the other using XMesh? I would encourage you to transfer both using XMesh in case there are any other differences.)

How can i transfer additional map channels? I thought if we named them map2, map3 etc, it would work, but it doesnt seem to. I swear this worked in earlier builds.

Yes, it did work in by default in earlier builds. Saving additional map channels was turned off by default in XMesh MY 0.4.0.

You can save additional map channels by using the -channelMap (-cm) parameter. To save the velocity, map1, map2, and map3:

saveXMesh -p "c:/temp/out.xmesh" -cm "Velocity,TextureCoord,Mapping2,Mapping3"

Thanks, will add this! What happens if the mapping channel does not exist?

Is it still using the :

uvset name -> xmesh channel:
map1 -> TextureCoord
map# -> Mapping#

translation?

Does that also work with the saveXmeshSequence command? (which is what we use)

If the mapping channel does not exist, then the channel will not be saved.

Yes, this is correct.

We’re considering saving the shape’s “Current UVSet” as TextureCoord in the next beta release. I’d be interested to hear your thoughts on that.

Yes, it’s exactly the same with saveXMeshSequence.

Hm… i would probably not do that. That can be changed randomly as the artist is editing uvs. But i see what the issue is, without a consistent naming like map#, you cant figure out which is for which channel index.