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SuperBMD doesn't export objects that have second UV Layer. #32
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Can you send us the BMD? |
Thanks, We'll see what we can do. |
I imported it into 3ds Max and it didn't show the second UV Layer. |
Okay, after some further investigation, I have noticed that the library that SuperBMD uses for exporting doesn't properly support this. Thankfully, SuperBMD outputs the actual UV Coordinates, so all you need to do is assign the textures to the UV map manually. (I believe they're called Map Channels in 3DS max) |
How does SuperBMD output the UV Coordinates? |
If you want a technical answer, I believe it adds the UV coordinates to the assimp mesh here and the remaining part of writing the uv coords to the file is up to assimp: SuperBMD/SuperBMDLib/source/BMD/SHP1.cs Line 353 in a2960ca
The textures for the additional UV layers aren't assigned in the resulting .dae because of the complexity of BMD materials (I suppose somebody could make it so that instead of assigning the first texture it finds in a material it tries to check the tevorders/texcoordgens for the layer and texture used but that's complexity and additional points of failure) so atm it just uses the first texture of a material, if I remember correctly I can also confirm the additional UV layers are visible in Blender 2.93. I don't have 3DS Max anymore so I don't know where in 3DS Max you can see the additional UV layers. |
I have 3ds Max 2015 and I can confirm that it doesn't import the additional layers. |
When I extract models from Super Mario Sunshine, it doesn't export the 2nd UV Layer. Can this be fixed?
First UV Layer
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No Second UV Layer
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