It looks like you're new here. If you want to get involved, click one of these buttons!
I'm tryng to draw the uv's of a mesh, in a way similar to the common UV Editors of any DCC's
For that, I'm getting the vertex indices of each polygon with "GetPolygonAttributeIndex". Then I use these indices to get the UV 2d coordinates from the array returned with a "Attributes > GetValueArry", with mode "Per Face Corner".
Once I have the 2d positions, I can draw lines in order to "see" them.
But ... the problem is that those indices are not ordered, and I don't know how to draw the lines so they don't cross each other, as you can see in some polygons in the attached image.
Is there a way to know the order of those indices?
Maybe, if I use the order of the associated vertex index, they could be correctly drawn?
But still, the splitted attribute indices cannot be correlated to the vertex indices ...
Any solution for these?
Or maybe there is a more direct way of displaying the UVs?
©Copyright 2017 Fabric Software Inc. All rights reserved. | Privacy