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unfiroming UV coordinates

4 REPLIES 4
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Message 1 of 5
cikho
600 Views, 4 Replies

unfiroming UV coordinates

hello everyone.

i need some advice.

i'm trying to import alias models into maya.

unfortunately, even if i uniform all the surfaces' normals, when i enter in may all normals of mirrored objects stay flipped.

i'm used to showcase and this is not happening there.

investigating a bit more, i came out with the idea that alias does not flip UV parameters when it flips normals, while maya reads UVW parameters to calculate normal orientations.

 

it's like alias is turning from right hand UVW mapping to left hand mapping while maya keeps the right hand mapping to calculate W and therefore normals.

 

as a result, flipping the UVs in alias solves the problem in maya.. the problem is that the flip UV command is a mess compared with the flip normal tool..

 

is there a quick way to uniform the Uvs in a complex alias model? (seats, panels etc)

_________________________________________________________

almost a showcase PRO user 😛

if you find my post useful, please give kudos or mark as solution 😄
4 REPLIES 4
Message 2 of 5
cikho
in reply to: cikho

rofl unfiroming, i ment uniforming 😛
_________________________________________________________

almost a showcase PRO user 😛

if you find my post useful, please give kudos or mark as solution 😄
Message 3 of 5
Dua-Xiong
in reply to: cikho

Stitch it before converting to polys.

Message 4 of 5
cikho
in reply to: Dua-Xiong

looks like it works 🙂
normals are now consistent between original and mirrored parts when imported in maya!
sometimes is completely reversed but at least is consistent!

thanks for the help
_________________________________________________________

almost a showcase PRO user 😛

if you find my post useful, please give kudos or mark as solution 😄
Message 5 of 5
Dua-Xiong
in reply to: cikho

You're welcome.

 

Yea...sometimes, the Shell Normal will still be reversed, but that's easily remedied in Maya (usually).

 

You'll also notice with Stitching that the polygon vertices between surface boundaries will line up so that there are no holes in the mesh; just make sure to set your tolerance properly when Stitching.

 

 

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