I have created a mesh in pythoncaller and included already earned uv coordinates. Everything looks good after python, but if I try to write a file to any 3D format, then UV does not hang out. Have used: FMEMesh.appendTextureCoordinates FMEMesh.appendVertex
Please try writing the output of the Python to an FME Feature Store (FFS) writer, then post the resulting .ffs (and sidecar .frs) files here, so we can have a look at the resulting feature. The FFS format is an exact dump of the feature within FME, so it should let us see how it is constructed.
Please try writing the output of the Python to an FME Feature Store (FFS) writer, then post the resulting .ffs (and sidecar .frs) files here, so we can have a look at the resulting feature. The FFS format is an exact dump of the feature within FME, so it should let us see how it is constructed.
Hi Dave,
Here is one .ffs file containing original file and edited mesh imported through binary serialisation and recreated through python caller. Orientation and UV coordinates are different and it is ok. Loosing UV-s is the problem :)
Hi Dave,
Here is one .ffs file containing original file and edited mesh imported through binary serialisation and recreated through python caller. Orientation and UV coordinates are different and it is ok. Loosing UV-s is the problem :)
The UV texture coordinates apply to an image texture, but you don't seem to have any applied on your meshes. Without an image texture to write, the texture coordinates will be discarded when writing to most 3D formats.
The UV texture coordinates apply to an image texture, but you don't seem to have any applied on your meshes. Without an image texture to write, the texture coordinates will be discarded when writing to most 3D formats.
Hi @3dnator,
In the AppearanceSetter settings, in the section 'Texture Coordinate Generation Parameters', there is an option to use the existing texture coordinates. Please try setting this to Yes.
Hi @3dnator,
In the AppearanceSetter settings, in the section 'Texture Coordinate Generation Parameters', there is an option to use the existing texture coordinates. Please try setting this to Yes.
Hi @3dnator,
You will also need to get the AppearanceSetter to set the appearance at the appropriate geometry level for your mesh. By default, it will place the texture on the mesh root, on both sides. You want it to place the texture on the mesh parts, on the front side only, so that it matches your existing texture coordinates.
Please set the geometry Xquery to This part Geometry Type = Mesh Part and Set Appearance On to Front Side.
Hi @3dnator,
You will also need to get the AppearanceSetter to set the appearance at the appropriate geometry level for your mesh. By default, it will place the texture on the mesh root, on both sides. You want it to place the texture on the mesh parts, on the front side only, so that it matches your existing texture coordinates.
Please set the geometry Xquery to This part Geometry Type = Mesh Part and Set Appearance On to Front Side.
That's strange - it worked for me on the test FFS. Would you mind sending me your complete workspace and a sample of your source data? If you don't want to make it public, you can send it to dave.campanas@safe.com