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Old 19-09-2004, 02:03 PM   #1
Tel
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Texturing in Maya with OBJ import

I have a problem I thought some really smart and/or experienced user might crack.

(the actual question is further down, but I'll go through the "why's and what's" first)

I'm using maya for a character. I've been working on the rig and skinning while working on the UV unwrap on a duplicate object. When the UV:s look good I can easily use polygon/transfer to get a nice clean wrap over to my skinned object (keeping the history really short).

This all works well contained within Maya.

Problem is this though.
I've been trying out Deep UV for the unwrap (the relax function there is practically magical!) but this demands that I do an OBJ export from Maya into Deep UV. When importing an OBJ file back into maya the UV topology is not consistent anymore with the original object.
And if the topology is shot to pieces, my unwrap can be the most beautiful one in the world, but I can still not transfer it to my model, even though the vertices do look the exact same.

Does anyone know of a way to keep the topology data in a OBJ file?

You can try this yourself very simply by just exporting a duplicate object to OBJ, and then importing it again. The topology is now lost (so it has nothing to do with Deep UV, just the export in itself)

Any help at all on this would be great.

Thanks
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