HOWTO: Convert UV Coordinates from Global to Local (vise- versa)
  
PSS ID Number: Q184922
Article last modified on 04-30-1998
 
IRIX:3.7,3.71; WINNT:3.7,3.71
 
IRIX winnt
 

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The information in this article applies to:
 
 - SOFTIMAGE 3D for IRIX, versions 3.7, 3.71
 - SOFTIMAGE 3D for Windows NT, versions 3.7, 3.71
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SUMMARY
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This article offers a method for converting a polygon's UV coordinates from
Global to Local, and vise-versa.
 
MORE INFORMATION
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If you accidentally apply a texture, in the wrong mode (Local or Global),
then set the mapping method and convert the surface to UV, you can use the
following procedure to convert the polygon's UV coordinates.
 
This procedure assumes that you need to change a 2D texture from Global to
Local.
 
1. In the 2D Texture editor, save and name the texture file.
 
2. Delete the texture and click Cancel to exit the 2D Texture editor.
 
3. Apply a 2D Local texture to the model.
 
4. Once the 2D Texture editor is open, load the 2D texture file you
   previously saved (while in 2D Global mode).
 
When you preview or render the image, you will notice the UV coordinates
and the mapping for the 2D Texture are retained.
 
This procedure is valid only when applied to the same model for which the
UV was calculated. Loading the texture for a different model does not
contain the UV coordinates so this procedure does not work.
 
REFERENCES
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If you have any questions concerning the information contained in this
article, contact support@softimage.com by e-mail.
 
Additional query words: si si3d si3dmat
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Keywords          : si si3d si3dmat
Version           : IRIX:3.7,3.71; WINNT:3.7,3.71
Platform          : IRIX winnt
Issue type        : kbhowto
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Copyright Microsoft Corporation 1998.