My demo of Max 9 just ran out before I could do this so I don't know if it's even possible; I'm in need of a simple ASE same file (a cube will do) that has multiple UVW maps applied to it.
The subject is new to me (multiUVWs) so I don't quite know if this is possible or how assigning more than one UVW map to an object works; the sample file is needed so an export script can be made for another 3D application that exports ASE fies (Blender 3D).
Any help is appreciated.
Replies
then you create a multi-sub material.
i have done this for Unreal 3 work.
The chap that wrote the ASE export script for Blender 3D is having one hell of a time trying to track down technical info on this particular feature of the ASE format, so in the absense of that a sample file should allow a bit of reverse engineering to update the export script to support multiUVWs from Blender.
And yah, it's a feature request that's being investigated for U3 (atm) and any other games that may support multiUVWs in the future.
*3DSMAX_ASCIIEXPORT 200
*COMMENT "AsciiExport Version 2,00 - Fri May 25 11:02:48 2007"
*SCENE {
*SCENE_FILENAME ""
*SCENE_FIRSTFRAME 0
*SCENE_LASTFRAME 100
*SCENE_FRAMESPEED 30
*SCENE_TICKSPERFRAME 160
*SCENE_BACKGROUND_STATIC 0.0000 0.0000 0.0000
*SCENE_AMBIENT_STATIC 0.0000 0.0000 0.0000
}
*MATERIAL_LIST {
*MATERIAL_COUNT 0
}
*GEOMOBJECT {
*NODE_NAME "Box01"
*NODE_TM {
*NODE_NAME "Box01"
*INHERIT_POS 0 0 0
*INHERIT_ROT 0 0 0
*INHERIT_SCL 0 0 0
*TM_ROW0 1.0000 0.0000 0.0000
*TM_ROW1 0.0000 1.0000 0.0000
*TM_ROW2 0.0000 0.0000 1.0000
*TM_ROW3 -13.6221 -7.6923 0.0000
*TM_POS -13.6221 -7.6923 0.0000
*TM_ROTAXIS 0.0000 0.0000 0.0000
*TM_ROTANGLE 0.0000
*TM_SCALE 1.0000 1.0000 1.0000
*TM_SCALEAXIS 0.0000 0.0000 0.0000
*TM_SCALEAXISANG 0.0000
}
*MESH {
*TIMEVALUE 0
*MESH_NUMVERTEX 8
*MESH_NUMFACES 12
*MESH_VERTEX_LIST {
*MESH_VERTEX 0 -46.4672 -31.3795 0.0000
*MESH_VERTEX 1 19.2229 -31.3795 0.0000
*MESH_VERTEX 2 -46.4672 15.9949 0.0000
*MESH_VERTEX 3 19.2229 15.9949 0.0000
*MESH_VERTEX 4 -46.4672 -31.3795 41.5080
*MESH_VERTEX 5 19.2229 -31.3795 41.5080
*MESH_VERTEX 6 -46.4672 15.9949 41.5080
*MESH_VERTEX 7 19.2229 15.9949 41.5080
}
*MESH_FACE_LIST {
*MESH_FACE 0: A: 0 B: 2 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 2 *MESH_MTLID 1
*MESH_FACE 1: A: 3 B: 1 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 2 *MESH_MTLID 1
*MESH_FACE 2: A: 4 B: 5 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 0
*MESH_FACE 3: A: 7 B: 6 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 0
*MESH_FACE 4: A: 0 B: 1 C: 5 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 4 *MESH_MTLID 4
*MESH_FACE 5: A: 5 B: 4 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 4 *MESH_MTLID 4
*MESH_FACE 6: A: 1 B: 3 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 5 *MESH_MTLID 3
*MESH_FACE 7: A: 7 B: 5 C: 1 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 5 *MESH_MTLID 3
*MESH_FACE 8: A: 3 B: 2 C: 6 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 6 *MESH_MTLID 5
*MESH_FACE 9: A: 6 B: 7 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 6 *MESH_MTLID 5
*MESH_FACE 10: A: 2 B: 0 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 7 *MESH_MTLID 2
*MESH_FACE 11: A: 4 B: 6 C: 2 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 7 *MESH_MTLID 2
}
*MESH_NUMTVERTEX 12
*MESH_TVERTLIST {
*MESH_TVERT 0 0.0000 0.0000 0.0000
*MESH_TVERT 1 1.0000 0.0000 0.0000
*MESH_TVERT 2 0.0000 1.0000 0.0000
*MESH_TVERT 3 1.0000 1.0000 0.0000
*MESH_TVERT 4 0.0000 0.0000 0.0000
*MESH_TVERT 5 1.0000 0.0000 0.0000
*MESH_TVERT 6 0.0000 1.0000 0.0000
*MESH_TVERT 7 1.0000 1.0000 0.0000
*MESH_TVERT 8 0.0000 0.0000 0.0000
*MESH_TVERT 9 1.0000 0.0000 0.0000
*MESH_TVERT 10 0.0000 1.0000 0.0000
*MESH_TVERT 11 1.0000 1.0000 0.0000
}
*MESH_NUMTVFACES 12
*MESH_TFACELIST {
*MESH_TFACE 0 9 11 10
*MESH_TFACE 1 10 8 9
*MESH_TFACE 2 8 9 11
*MESH_TFACE 3 11 10 8
*MESH_TFACE 4 4 5 7
*MESH_TFACE 5 7 6 4
*MESH_TFACE 6 0 1 3
*MESH_TFACE 7 3 2 0
*MESH_TFACE 8 4 5 7
*MESH_TFACE 9 7 6 4
*MESH_TFACE 10 0 1 3
*MESH_TFACE 11 3 2 0
}
*MESH_MAPPINGCHANNEL 2 {
*MESH_NUMTVERTEX 8
*MESH_TVERTLIST {
*MESH_TVERT 0 0.2835 0.2835 0.5000
*MESH_TVERT 1 0.7165 0.2835 0.5000
*MESH_TVERT 2 0.2835 0.7165 0.5000
*MESH_TVERT 3 0.7165 0.7165 0.5000
*MESH_TVERT 4 0.2835 0.2835 1.5000
*MESH_TVERT 5 0.7165 0.2835 1.5000
*MESH_TVERT 6 0.2835 0.7165 1.5000
*MESH_TVERT 7 0.7165 0.7165 1.5000
}
*MESH_NUMTVFACES 12
*MESH_TFACELIST {
*MESH_TFACE 0 0 2 3
*MESH_TFACE 1 3 1 0
*MESH_TFACE 2 4 5 7
*MESH_TFACE 3 7 6 4
*MESH_TFACE 4 0 1 5
*MESH_TFACE 5 5 4 0
*MESH_TFACE 6 1 3 7
*MESH_TFACE 7 7 5 1
*MESH_TFACE 8 3 2 6
*MESH_TFACE 9 6 7 3
*MESH_TFACE 10 2 0 4
*MESH_TFACE 11 4 6 2
}
}
*MESH_NUMCVERTEX 0
*MESH_NORMALS {
*MESH_FACENORMAL 0 0.0000 0.0000 -1.0000
*MESH_VERTEXNORMAL 0 0.0000 0.0000 -1.0000
*MESH_VERTEXNORMAL 2 0.0000 0.0000 -1.0000
*MESH_VERTEXNORMAL 3 0.0000 0.0000 -1.0000
*MESH_FACENORMAL 1 0.0000 0.0000 -1.0000
*MESH_VERTEXNORMAL 3 0.0000 0.0000 -1.0000
*MESH_VERTEXNORMAL 1 0.0000 0.0000 -1.0000
*MESH_VERTEXNORMAL 0 0.0000 0.0000 -1.0000
*MESH_FACENORMAL 2 0.0000 0.0000 1.0000
*MESH_VERTEXNORMAL 4 0.0000 0.0000 1.0000
*MESH_VERTEXNORMAL 5 0.0000 0.0000 1.0000
*MESH_VERTEXNORMAL 7 0.0000 0.0000 1.0000
*MESH_FACENORMAL 3 0.0000 0.0000 1.0000
*MESH_VERTEXNORMAL 7 0.0000 0.0000 1.0000
*MESH_VERTEXNORMAL 6 0.0000 0.0000 1.0000
*MESH_VERTEXNORMAL 4 0.0000 0.0000 1.0000
*MESH_FACENORMAL 4 0.0000 -1.0000 0.0000
*MESH_VERTEXNORMAL 0 0.0000 -1.0000 0.0000
*MESH_VERTEXNORMAL 1 0.0000 -1.0000 0.0000
*MESH_VERTEXNORMAL 5 0.0000 -1.0000 0.0000
*MESH_FACENORMAL 5 0.0000 -1.0000 0.0000
*MESH_VERTEXNORMAL 5 0.0000 -1.0000 0.0000
*MESH_VERTEXNORMAL 4 0.0000 -1.0000 0.0000
*MESH_VERTEXNORMAL 0 0.0000 -1.0000 0.0000
*MESH_FACENORMAL 6 1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 1 1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 3 1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 7 1.0000 0.0000 0.0000
*MESH_FACENORMAL 7 1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 7 1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 5 1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 1 1.0000 0.0000 0.0000
*MESH_FACENORMAL 8 0.0000 1.0000 0.0000
*MESH_VERTEXNORMAL 3 0.0000 1.0000 0.0000
*MESH_VERTEXNORMAL 2 0.0000 1.0000 0.0000
*MESH_VERTEXNORMAL 6 0.0000 1.0000 0.0000
*MESH_FACENORMAL 9 0.0000 1.0000 0.0000
*MESH_VERTEXNORMAL 6 0.0000 1.0000 0.0000
*MESH_VERTEXNORMAL 7 0.0000 1.0000 0.0000
*MESH_VERTEXNORMAL 3 0.0000 1.0000 0.0000
*MESH_FACENORMAL 10 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 2 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 0 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 4 -1.0000 0.0000 0.0000
*MESH_FACENORMAL 11 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 4 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 6 -1.0000 0.0000 0.0000
*MESH_VERTEXNORMAL 2 -1.0000 0.0000 0.0000
}
}
*PROP_MOTIONBLUR 0
*PROP_CASTSHADOW 1
*PROP_RECVSHADOW 1
*WIREFRAME_COLOR 0.3412 0.8784 0.5608
}
</pre><hr />
as you can see the keyword is
<font class="small">Code:</font><hr /><pre>*MESH_MAPPINGCHANNEL 2 { ... }</pre><hr />