@renderhjs: That all sounds possible. The only issue you may come across using my code is that it's all designed to work with edit mesh, not edit poly. Although it uses an edit poly mod to make edge selections, once that's done the export and import of data is all based around edit mesh triangulation. From memory I had…
how are you importing the obj file as an editable poly? :poly142: Edit: decided to look at my code again, had a hissy fit and wrote my own export code and a function to rip the UVs from obj files and inject them into editable poly objects. If this is of interest i can post the files.
you are right and then again wrong but got me on the right track :) its the board here that deletes the double backslash in the code tags. Its in my code - but in the end it seemed to be something related to my URL, so I just copied it directly to my c:\ drive without any spaces in the url or filename - and it works. But I…
hey copypastepixel can you have a look at this code? - I think I have it working so far except it can't find at them moment the RoadKill URL even though the URL is correct on my computer. The problem orginates from:fn killroad_exportObj obj= ( select #(obj); exportFile OBJFilePath #noPrompt selectedOnly:true; commandstring…
@copypastepixel: I am right digging through your code and simplify it for my needs which is just splitting along selected UV edges and just unwrap associated shells. Your hacks are a very valuable input and I hope I get things working the way I want it. I will post more and the finished script once done. Anyway I just…
renderhjs: I think I know why your code worked for me but not you. My bad, turns out my script wasn't correctly setting the obj plugin before export ( in max 2010). The OBJ exporter has an option to optimise models but this seems to mess with the edge order. I'd manually disabled optimisation in the exporter on my PC hence…
yeah I fixed that edge selection through the UVunwrap editor half way through, though there is a bug in Max2010 that prevents me from using either of the 2:unwrap5.getSelectedGeomEdges()unwrap6.getSelectedGeomEdgesByNode ... See also:…
Just tried your script on a teapot and it seemed to work fine. I built a default teapot, converted to e-poly, created some shells with UV unwraps quick planar map, it came back fine. I also tried a few simple characters and they worked fine as well so I'm not sure what's going on there. Also, my meshes weren't coming back…