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[Closed] Transfer UV's problem

I have two models and I want to transfer UV form one to other but I get wrong result. Both objects have the same topology ei. verts count.

I try first with save and load UV from Unwrap modifier and Copy-paste Uv channel from ChannelInfo but result is not correct.

This happens when I unwrap model in different software and import it back in max.
Can someone explain me why this happens and how can be solved.
Only solution that I find is to assigne on the Blue (original) model “Turn To Mesh” and “Turn To Poly” and then CopyPaste UV Channel from Green model to blue model
Is there a better solution to this?
I attached test scene (max2014).

3 Replies

Code that I used for test scene

	fn transUV source target = with undo on with redraw off
	(
		if (getPolygonCount source) as string == (getPolygonCount target) as string do
		(
			addModifier target (Turn_to_Mesh())
			addModifier target (Turn_to_Poly removeMidEdgeVertices:off)
			ChannelInfo.CopyChannel source 3 1
			ChannelInfo.PasteChannel target 3 1
		)
	)
	source = $Head_NewUVs
	target = $HeadOriginal
	transUV source target

your models have different order of vertices of some polygons.
there two ways:
#1 make the same order (convert to mesh and set verts in the same order)

#2 reorder map face verts in the way of geo verts

fn XChangeUV target source channel:1 = 
(
	polyop.setmapsupport source channel on
	polyop.defaultmapfaces source channel 
	polyop.setnummapverts source channel (polyop.getnummapverts target channel)

	for f=1 to (polyop.getnumfaces target) do
	(
		tvv = (polyop.getfaceverts target f)
		svv = (polyop.getfaceverts source f)

		ttv = polyop.getmapface target channel f
		stv = for v in svv collect
		(
			ttv[finditem tvv v]
		)

		polyop.setmapface source channel f stv
	)
	for v=1 to (polyop.getnummapverts target channel) do
	(
		polyop.setmapvert source channel v (polyop.getmapvert target channel v)
	)
	update source
)

XChangeUV $Head_NewUVs $HeadOriginal 

do a code optimization and foolproofing yourself

Yup. This is what I was looking for. Thank you.