Use one object to project UVs onto another?

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Steve Davy

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May 24, 2012, 4:36:43 PM5/24/12
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Is there any method, standard or otherwise, to use one object to project UVs or texture placement info onto another?

Dealing with UVs when you have two slightly different versions of the same object but which you want to appear to be the exact same object presents some challenges.

Specifically right now I have a situation where I need to a model switcharoo to "cut" an object into two pieces. Obviously the topology between the uncut and the cut object are different, so transfer attributes doesn't work.

It occured to me that a really easy approach if it were possible would be to simply use the UV or texture info from the uncut object and somehow project it onto the cut object (they exist in the scene in the same worldspace). I know of no method to do this though.

Otherwise, anyone got any other ideas about the best way to deal with this situation?

Sachin Shrestha

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May 24, 2012, 4:52:00 PM5/24/12
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Haven't tried it yet but this could possibly help you?

mapToMesh &
meshToMap nodes

http://www.soup-dev.com/examples2_9.htm


stephenkmann

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May 24, 2012, 5:08:55 PM5/24/12
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Tim Leydecker

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May 24, 2012, 7:21:56 PM5/24/12
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Transfer attributes aside, how about installing the Softimage XSI trial
and having a go at GATOR, align both objects as close as possible in
worldspace, hit the SEND to SOFTIMAGE button from inside Maya and
see if you get good results in Softimage, then send it back to Maya
to clean/refine UVs at those face that have been created by cutting
(if that is more convenient than also learning the XSI UV editor).

GATOR should give you quite decent results.

Cheers,

tim

On 24.05.2012 23:08, stephenkmann wrote:
> have you tried transfer attributes, in world space ?
>
>
>
> On Thu, May 24, 2012 at 4:52 PM, Sachin Shrestha <noizf...@gmail.com <mailto:noizf...@gmail.com>> wrote:
>
> Haven't tried it yet but this could possibly help you?
>
> *mapToMesh* & *meshToMap nodes
>
> *http://www.soup-dev.com/examples2_9.htm
>
>
>
> On 25 May 2012 02:06, Steve Davy <stevi...@hotmail.com <mailto:stevi...@hotmail.com>> wrote:
>
> Is there any method, standard or otherwise, to use one object to project UVs or texture placement info onto another?
>
> Dealing with UVs when you have two slightly different versions of the same object but which you want to appear to be the exact same object presents some challenges.
>
> Specifically right now I have a situation where I need to a model switcharoo to "cut" an object into two pieces. Obviously the topology between the uncut and the cut object
> are different, so transfer attributes doesn't work.
>
> It occured to me that a really easy approach if it were possible would be to simply use the UV or texture info from the uncut object and somehow project it onto the cut
> object (they exist in the scene in the same worldspace). I know of no method to do this though.
>
> Otherwise, anyone got any other ideas about the best way to deal with this situation?
>
>
>
>
>
> --
> stephe...@gmail.com <mailto:stephe...@gmail.com>

Osko

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May 24, 2012, 7:56:06 PM5/24/12
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Align both objects to overlap each other and go to Mesh -> Transfer Attributes[], reset the settings and make sure the "Sample space" is set to "World" apply and delete history. Works great for me .. never needed XSI for this :)

saber jlassi

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May 24, 2012, 7:56:14 PM5/24/12
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soup-dev.com
Try using the ray project node.

Steve Davy

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May 25, 2012, 5:11:39 PM5/25/12
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Aha.... I had tried this but without aligning the objects in worldspace (which by definition is where I need them anyway). Thanks for all the responses!

Date: Thu, 24 May 2012 16:56:06 -0700
From: osk...@gmail.com
To: maya...@googlegroups.com
Subject: [maya_he3d] Re: Use one object to project UVs onto another?
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