Somewhat off topic, but this forum is probably better than forking out the money to Discreet only to find that their SDK support can’t help me… (didn’t help at a past company for a number of issues.)
OK. Strange problem exporting UVs from 3DSMAX with a custom exporter:
I export the UVs just like I did with previous exporters and previous versions of 3DSMAX (versions 2.0, 2.5, 3.0 and 3.1). But with my exporter ported to version 4.0, I find that I need to swap the UV face indexes for face 0 and face (numFaces / 2)!
That’s right, the UV face indexes for the first and the exact center faces are exporting swapped.
Yet, I am 100% positive that the method which I get the UVs and their face indexes is correct.
The same problem exists for all mapping channels too.
Has anyone else noticed this? I’m very sure that this is not a bug in my exporter or my run time loader code- I just spent time verifying that the data is incorrect INSIDE Max 4.0. They must have a hack fix inside the geometry rendering pipeline that corrects for this within their logic, because these faces render correct inside the MAX UI renderer and their other renderers.
So, anyone else know anything about this? Anyone else run into this issue?