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There seems to be a bug in both Max 2008/2009 where baking textures onto or trying to edit UVE map channel 2 results in using the UVW coordinates from map channel 1.
As a test, I build a box, UVW map it with 10x tiling for channel 1, and 1x tiling for channel 2. I Unwrap and edit channel 2 but it shows me the channel 1 UVW coordinates.
Have been trying to find a direct contact for support with this issue but have had no luck.
Any help or suggestions would be greatly appreciated.
Thanks.
Cian Dobson
Senior CMS Developer
Immersive Technologies
Senior CMS Developer
Immersive Technologies
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I am also having the same problem, tried similar process, and the same result.
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Yes the same problem is in me copy..... dont know how to fix it and it would be nice to get help...... on the other hand the spinning cube on the top right is awesome........
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just got a little annoyed at my list of max 2008 and 2009 bugs that i cant fix. and there is no reply on any forum that matters about bugs taht are going to be fixed....
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I am getting the same UVW map channel issue - map channel 2 info does not seem to be saving its co ords - Is there a work around for this?
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I am getting the same UVW map channel issue - map channel 2 info does not seem to be saving its co ords.
Actually it appears to be saving them. They work for rendering textures from the Materials / Map channel selection.
It looks like Unwrap UVW is not able to read or edit anything but channel 1
- Ron
[edit] - Ah hah. Not a bug. Excellent. Thanks Dave (see below).
(When did they change that?)
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If you apply the UVW unwrap modifier then choose the mapping channel you want and then hit “reset UVW’s “ the uvw unwrap modifier will show those co-ordinates.
DaveMcD
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indeed it works, but I hate when something I did in one click now takes thrice… :D
Maybe in a future release we could have a quick map channel selector right in the UV editor (Maya like...) ?
Those multi-uv’s are a common thing to do for us game developers nowadays.
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I totally agree with Foxafonk. I think that UVs should be treated as something independent, not as something in the modifiers stack. Right now is hard to know how many UV channels a mesh have.
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