Problem Cant see textures on mesh

ahunn

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Importing obj files into Anim8or does not import the texture. If you use the UV function in Anim8or and reassign your texture, I'm betting the export will work, and make this all easier for you.

Thanks n0mad23, but I had already applied the texture in anim8or using a material and attaching the diffuse channel to the .bmp, thats what you can see in image 3 from my previous post.


I believe that Wings3D supports import of textures from .obj--maybe try importing the .obj into Wings3D and then exporting to .msh using my exporter?

Thanks Hielor, I will take a look at those options.

EDIT:
Thanks Hielor, the workflow Maya->.obj ->Wings3d -> .msh has sorted out the texture problem, but now I lose the smothing information (smooth areas look faceted), so it appears that either the wings3d obj import or msh export trashes normals information, I will keep plugging away at it.

anyone have any ideas? or more to the point anyone have an established Maya -> Orbiter workflow?
 
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fort

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I've never used 3ds2mesh but i know that there is a lot of informations about it on the french forum for what concern it's use and commands. Here, on that forum ?... i do not know ( there was a good topic about that on the old forum M6 named 'the xyz affair' but the old forum...).

In spite of the language barrier it could be easy to find in those topics the explanations about 3ds2mesh.

Here ( search f=v for example ), for global explanations:
http://orbiter.dansteph.com/forum/read.php?f=5&i=636&t=611&page=-1#reply_636
http://orbiter.dansteph.com/forum/read.php?f=5&i=2481&t=1867&page=-1#reply_2481

But here also for details:
Strogoff Date 05-10-2006 19:34
http://orbiter.dansteph.com/forum/read.php?f=5&i=4720&t=4698&page=-1#reply_4720

There is a gui for 3ds2mesh, there:
Mustard
3DS2MSH Windows interface v1.1
http://www.orbiterfrancophone.com/index.php?disp=addons&id=47

...but read the topic wich follow before using the gui; it's about v versus uv with the gui:

Papyref Date 14-08-2007 16:05
http://orbiter.dansteph.com/forum/read.php?f=5&i=11020&t=10954&page=-1#reply_11020
 
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Hielor

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Thanks Hielor, I will take a look at those options.

EDIT:
Thanks Hielor, the workflow Maya->.obj ->Wings3d -> .msh has sorted out the texture problem, but now I lose the smothing information (smooth areas look faceted), so it appears that either the wings3d obj import or msh export trashes normals information, I will keep plugging away at it.

anyone have any ideas? or more to the point anyone have an established Maya -> Orbiter workflow?
Probably the wings3d obj import--the exporter definitely supports smooth surfaces.

I should have mentioned earlier, but have you tried obj2msh? It's an older tool but you can probably find it around somewhere...
 

ahunn

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Simply flip your existing texture vertical or horizontal and convert to dds.
I think this fix your problem.

Thanks for the suggestion, but that wont work for me as my texture is just one texture for the entire mesh, and the texture is not symetrical, even though the mesh is.



Probably the wings3d obj import--the exporter definitely supports smooth surfaces.

I should have mentioned earlier, but have you tried obj2msh? It's an older tool but you can probably find it around somewhere...

Thanks for the links and suggestions Hielor, as soon as I get a chance I will take a look.

Once I get a working pipeline I will post the details in case there are other Maya users out there.
 

Hielor

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Thanks for the suggestion, but that wont work for me as my texture is just one texture for the entire mesh, and the texture is not symetrical, even though the mesh is.
The problem here is that Orbiter's UV coordinates have the lower-left corner of the texture as (0,0), while many 3d modelling programs have the upper-left corner of the texture as (0,0). If the exporter doesn't compensate for that, you will need to flip your texture vertically in order for it to line up properly.
 
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