I would like do a morph animation from a flat version of my mesh to the regular 3d version in 3dsmax. The flat version i would like to get from my uvw, so i need to convert the uvw to a mesh somehow. The morphing also needs to take the uvws isles into account then. Very important for morphing is the vertex order, so the vertex order needs to be the same in the flat version and the 3d version.
Any ideas?
Replies
Slideknit even does the morphing part for you.
TexTools is a little more tricky to use for what you want, I think you need to break your mesh along UV seams for it to retain the same number of verts when it warps back and forth from UV to 3D. If it re-orders the verts making a morph unuseable, you can use Morphix to reorder verts of the target mesh to match the original, allowing you to create a non-fubar morph target.
Some automatic unwrap solutions tend to fuck up the UW and VW part pretty bad, which
isn´t a problem for standard texture things, but for this kind of work it can be a pain in the ass if you don´t know why it´s not working like it should.
Edit:
The first one is a unwrap of a normal box, the one you would guess you would get if you transform it into a mesh.
The other 2 are UW and VW. As you can see i moved some parts of it up.
You won´t see it in UV, but converted to a mesh this part will also be moved up, which is what we don´t want.
It´s like UV = Top/Bottom View , VW = Back/Front View, UW = LEft/Right View.
http://www.mankua.com/uvwframe.php
@ SpeCter
Never really understood what the W is good for.
You are right, setting it to zero should always do the trick.
But if you don´t know that, this can really be annoying, trust me.
I guess 95% of us never even bothered to go into UW or VW.