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| Problem with 3DXI Export UV
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I want to export uv info from a model.I added only one texture in diffuse color map in my model.
set uv in channel 1.
my code like this:
/////////////////////for block,loop by face index i,and face coner y/////
int Texindex = gM->GetFaceTextureVertex(i,y)
//if(false == gM->GetMapVertex(1,Texindex,tempuv))
if(false == gM->GetTexVertex (Texindex,tempuv))
{
char str[256];
sprintf(str,"The node %s UV %d failed!!",nodname,i)
MessageBox(GetActiveWindow(),str, "MyExp", MB_OK)
}
texV[i*3+y].u = tempuv.x;
texV[i*3+y].v = tempuv.y; /////////////////////////end for/////////////////////////////////////
/////////////////another for block,loop as preceding////////////////////
fc3d[i].tvertindex[j]=static_cast<WORD>(i*3+j) /////////////////end for////////////////////////////////////////////////
But it just give me the wrong answer.
Any one knows why?
Thanks for you attention.
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And I also tried this:
//Build UV array
for(i = 0;i<IGmesh->GetNumberOfTexVerts()i++)
MyuvArray[i] = GetTexVertex(i) //Access by FaceEx.texCoord MyfaceArray[FcInd].UV[conerindex] = curr_FaceEx.texCoord[conerindex];
but get the same result.just the same as above(The picture of dirty one).
Author: marzoner
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| Replied: 11 September 2009 01:37 PM
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okay,still can’t add 1188KB attachment.
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Make sure the file is zipped (not .rar or .7z or any other alternative). Attach - Submit - do NOT preview.
Max 4.2 through 2012 (SP2+SAP).
XP-64 (SP2)
NVidia 9800GTX-512 (Driver 266.58).
Core 2 Quad Q6600 2.4GHz, 8Gb Ram, DX9.0c.
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Steve_Curley 12 September 2009 05:24 AM
Make sure the file is zipped (not .rar or .7z or any other alternative). Attach - Submit - do NOT preview.
try again.
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File size? 3.5MB limit per post.
Different browser? Had one or two people using Safari unable to attach anything - try Firefox, works fine for me.
Worst case - upload it elsewhere (YouSendIt or similar) and post a link, though this is not the preferred method and should be considered a “last resort”.
Author: Steve_Curley
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| Replied: 12 September 2009 10:38 PM
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Thank you.
It just 1188KB rar file.
Now ,I found the causation of this issue(the uv problem).
It because,in MAX ,the model’s UV origin in left-bottom corner.
In my GameEditor(use d3d9),it’s UV origin is in Left-Top corner.
Is there Any function in sdk Could test the UV origin states?Or set it in max?
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Steve_Curley 12 September 2009 05:24 AM
Make sure the file is zipped (not .rar or .7z or any other alternative).
marzoner 13 September 2009 10:33 AM
It just 1188KB rar file.
Helps if you actually READ the replies. This site does not accept .rar attachments. You MUST zip it.
I can’t help directly with SDK issues - sorry. Normally a lot more folks here during the week (weekends a very quiet) - you’ll hopefully get some replies then.
Max 4.2 through 2012 (SP2+SAP).
XP-64 (SP2)
NVidia 9800GTX-512 (Driver 266.58).
Core 2 Quad Q6600 2.4GHz, 8Gb Ram, DX9.0c.
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Oh, It’s my fault,I miss the word ‘not’.......haha.
I think, This UV problem should not be SDK’s fault.I just wonder if there are any method in sdk could let me know which UV-coordinate being used.
Author: marzoner
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| Replied: 13 September 2009 05:00 PM
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Okay, I don’t really know this section of the SDK, but have you tried using 0 as your channel? I would assume that what is listed as channel 1 in the UI would be programmatically accessible as channel 0, due to convention. If this doesn’t work, I can’t help further, sorry.
Christopher Diggins, M&E SDK Specialist
For 3ds Max SDK questions also check out http://stackoverflow.com/questions/tagged/3dsmax
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He’s already fixed the problem—the UV coordinate system is different in Max to DirectX. The mapping channel was correct.
marzoner, there need not be a ‘method’ in the SDK to tell you this, as it’s not state that changes, but rather a convention. This is something that is (or should be) in the docs.
Author: scorpion007
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| Replied: 15 September 2009 02:08 PM
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Thanks. scorpion007,I found that in doc.
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