I have 2 UV channels set up in XSI, but when I export it as an obj or fbx it seems to compress it down to 1 UV channel, whats the best way to work around this?
You might have to apply a material that uses each of the UV’s.
As I remember, this created me headaches:
if you create a second uv and you plan to build the lightmap for it in Unity … so you don’t assign a material.
okay when I export it and re-import as a fbx it keeps the 2nd channel, but I’m still having issues using the iphone shaders I borrowed from the Penelope game, I don’t know if I named the channels wrong or its not importing right still.
I am glad the export worked.
Sorry I don’t know iphone stuff at all. Did you try checking “swap uv” ?
Here’s the shader, I don’t know what you mean by swap UV
Shader "iPhone/LightmapOnlyShader"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_LightMap ("Lightmap (RGB)", 2D) = "white" { LightmapMode }
}
SubShader
{
Pass
{
Name "BASE"
Tags {"LightMode" = "Always"}
BindChannels {
Bind "Vertex", vertex
Bind "texcoord1", texcoord0 // lightmap uses 2nd uv
Bind "texcoord", texcoord1 // main uses 1st uv
}
SetTexture [_LightMap] {
constantColor [_Color]
combine texture * constant
}
SetTexture [_MainTex] {
combine texture * previous
}
}
}
}
There is a “swap UV” on the import
You might also try flipping these to reverse the UV that is applied.
Bind "texcoord1", texcoord0 // lightmap uses 2nd uv
Bind "texcoord", texcoord1 // main uses 1st uv
This all assumes … that the UV’s are in the wrong order. ![]()
Hm, it only looks like 1 UV is working, and swapping isn’t changing anything.
Got it working with FBX, its a bit touchy though.
XSI fbx export will all time invert your UV channel , so have to remember to swap that when you import.
you can trick that using layer texture in XSI , but hmm this is a bit annoying to do that for every single mesh ![]()
also sometimes export can mess up because you have some cluster kept in your model hierarchy ( which for some completley F*** the export )…
by the way glad you figured out then ![]()