prev thread: "AddPointInteriorToPolygon() command args problem" https://groups.google.com/forum/#!topic/xsi_list/ZzEg5nhjimU
Hi guys it's me again. It took me a long time to establish low lvl SPLIT POLYGON processing(i mean PolygonMesh.Get() & PolygonMesh.Set() methods) and to cover all geometry cases (n-gons, tris and corners, holes, etc). So now i'm close to recreate multicut-tool like Maya have for XSI. But i find that PolygonMesh.Get() & PolygonMesh.Set() turns UVs to randomized unusable garbage. So i'm looking to find a way to preserve UVs as they should be. And since Operators like Bevel, AddEdge, SpliEdge and many others, add geometry and do not ruine UVs, i assume that there should be a workaround or API method for that. So far i figured out that after we use PolygonMesh.Set(), PolygonNodes changes dramatically. So if there are any way to set PolygonNodes or Samples from array to geometry it will be easiest way i guess. But i didn't find any such methods in XSI API. On the other hand, since we control vertex indices, polygon indices, polygon vertices and array of coordinates in PolygonMesh.Set() method, we can get UV coordinates of each vertex and update it after we apply PolygonMesh.Set(). We also can easily calculate UV values for new vertices simply by calculating percent distance value to the neighbor vertex and place this percent value between UV neighbors. But i still not sure about this way since native XSI Operators do not change PolygonNodes at all. So if someone already have the same problem or have any ideas about this case it would be great to hear it. p.s. By the way, Matt i found your answer at www.si-community.com about UVs & Samples and it helps allot. But still i have blind spots at API UV processing.
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