Hello polycounters!
i have a simple feature that it checks if the Uvs are "Corrupted", the tool show the error when the number of UVs verts is less than Geometry Verts ( polyop.getNumMapVerts $ numChannel < $.numverts ). I have discovered, this error is by 2 cases that i actually know:
- Dead vertices
- UVs flipped ( actually i dont understand this case)
This unknown case, i don't know why happens because on some models still the "error" (the number of UVs verts is less than Geometry Verts).
the only way to "Fix" this is re-make the Uvs, but I prefer avoid this way.
Do you know Why happen this?
P.D: in some models happens in one specific channel.
Thank you guys! ^^
Replies
The uv's of duplicated elements were welded together. I don't remember if i checked it, but i guess then the map verts were fewer than geo verts. Unwanted behavior anyway. I had to break geo elements to different objects then attach again. Even export/import didn't fix it. I guess the face number is equal tho ?
If you can, you could share one of the corrupted mesh, it would help to find the issue.
I'm curious about one map vert for all map faces, could it be done without building the mesh via maxscript ? All faces having the same vert index ?
I suspect (haven't checked) that you could achieve it on an editable mesh in max but I think you'd have to try quite hard - probably via a script. I'm 90% confident it wouldn't be possible on an editable poly
if you're dealing with imported meshes it's a situation you'd want to account for but for objects created in max it's very unlikely you'd end up with less UV verts than real ones.
But i suspect it's just the delete shortcut being not assigned any longer. The functionality to delete selected UV vertices will still be there ( my assumption )Update:
just checked, the old Unwrap UVW Editor ( tested with Max 8 ) processes the global "max delete" call that is bound to the DEL key. But the updated UVW Editor does'nt process it. Briefly looking I did'nt find an explicit call in it's maxscript interface either...