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Lightwave object reader SOP 2012年5月31日13:40
Hi all,
I would like to present a SOP I have created to read a lightwave .lwo (object file)
It can transfer:
Multi layers,
All vertex maps (Uvs, Color, Weight, Morph, etc)
All groups (Part to PrimGroups, point selections to PointGroups)
All surface data, to be copy parmed to Houdini Materials
http://forums.odforce.net/index.php?/topic/15565-lightwave-lwo-reader-sop/ [forums.odforce.net]
I would like to present a SOP I have created to read a lightwave .lwo (object file)
It can transfer:
Multi layers,
All vertex maps (Uvs, Color, Weight, Morph, etc)
All groups (Part to PrimGroups, point selections to PointGroups)
All surface data, to be copy parmed to Houdini Materials
http://forums.odforce.net/index.php?/topic/15565-lightwave-lwo-reader-sop/ [forums.odforce.net]
Point indices for vertices along uv seams 2011年10月31日15:13
thanx axebeak
this sounds like it may be “the silver bullet”
this sounds like it may be “the silver bullet”
Point indices for vertices along uv seams 2011年10月31日8:17
I think I'm understanding, but let me be a little more explicit in what I am trying to achieve.
I would like to transfer geometry to the Unity Game Engine. i know I can use objs, but I would like to transfer 2 uv sets & vertex color via a network socket.
A requirement here is for the number of (unity) vertices (vector3) to match the number of uvs(Vector2).
I am getting a result, as this is the case with each polygon containing discreet vertices, however I end up with a lode of vertices and a unwelded mesh.
What I need to resolve is discontinuous uvs ie those vertices/points which will have more than one uv coord in order to generate extra verts in unity.
so i guess an “unweld along uv seams” is in order.
I suppose I could handle this on the unity side, but sending so much additional data through the socket really slows things down.
I would like to transfer geometry to the Unity Game Engine. i know I can use objs, but I would like to transfer 2 uv sets & vertex color via a network socket.
A requirement here is for the number of (unity) vertices (vector3) to match the number of uvs(Vector2).
I am getting a result, as this is the case with each polygon containing discreet vertices, however I end up with a lode of vertices and a unwelded mesh.
What I need to resolve is discontinuous uvs ie those vertices/points which will have more than one uv coord in order to generate extra verts in unity.
so i guess an “unweld along uv seams” is in order.
I suppose I could handle this on the unity side, but sending so much additional data through the socket really slows things down.