For future reference I've found a stupid work around. I copy the geometry over via ice's clone polygon mesh, keeping the old uv's and projection untouched (all uv's are at 0,0,0 at this point) Then I open the texture editor with the donor mesh, ctrl+a, ctrl+c then move to the receing mesh and in the texture editor ctrl+v. And it actually works.
Mesh+uv's transplanted and error prone re-wiring of all partitions and expressions avoided ;-) Good night. -Fabian On 5 June 2015 at 01:07, Fabian Schnuer Gohde <list....@gohde.no> wrote: > Indded :-) Thank you for the exhaustive reply. Knowing houdini well too it > seems to awkward to not be able to copy some polygons and uv's from one > object to another. I've now taken the hard edges out of the equation by > disconnecting them. But is "Copy Texture Projection from Source" > fundamentally broken or am I doing something wrong? > > best regards, > Fabian > > On 4 June 2015 at 23:03, Matt Lind <speye...@hotmail.com> wrote: > >> A nice seque from the GATOR thread. >> >> Out of the box GATOR is your best bet, but it won't copy hardedge cluster >> information, and might slip up on a few UVs here or there - especially if >> the object has UV islands. If that isn't good enough you can script it >> using the GATOR SDK, but is a lot of work as there are many scenarios to >> account for. >> >> The other scripting option is to write something similar to the old >> Softimage|3D CopyGeometry+ custom effect which replaces an object in a >> hierarchy with another while preserving all relations such as >> group/layer/partition assignment, expressions, etc. >> >> I have experience doing both. The Gator path is more robust as it solves >> your current problem and becomes a weapon for future work, but you'll need >> to be pretty adept at the math to do it well as the GetClosestLocations() >> method and related aren't perfect and require some knowledge of the >> algorithms to correct the problems. The CopyGeometry+ approach is much >> easier to code, but inconsistencies in the SDK will make you want to pull >> your hair out as you must do significant testing to make sure you found >> all >> the edge cases where it doesn't work as expected/documented. >> >> That said, if you only have one or two objects, fastest route is to do it >> by >> hand. Scripting will only pay off if this is an ongoing thing. >> >> Matt >> >> >> >> >> >> Date: Thu, 4 Jun 2015 20:55:00 +0200 >> From: Fabian Schnuer Gohde <list....@gohde.no> >> Subject: Copying geometry from one object to another >> To: softimage@listproc.autodesk.com >> >> >> Hi, >> I have a mesh that has received some fixes and new uv's and I need to take >> geo/uvs/hardedges and copy that to an existing object replacing it's >> existing geometry/uvs/etc. allowing me to keep the object level stuff >> untouched (partitions, animation expressions, etc.) >> >> Using [apply delete i get rid fo the old geo first, letting it just be >> replaced by clone] and then clone polygon mesh as well as copy edge data >> from source. However the UV's transferred using "copy texture projection >> from source" seem to not want to follow along properly. In the texture >> editor every point is at 0,0 >> >> When showing values before the set data node in the top level of the copy >> tx proj compound shows the data correctly, but it doesn't seem to get >> applied. >> >> Another curious thing is that after copying the EdgeIsHard property all >> edges act as hard when subdividing. >> >> https://www.dropbox.com/s/xannoypcd4gslsw/copy_mesh_test.scn?dl=1 >> >> demo file showing what I'd like to accomplish. >> >> if there is an easier way/script/plugin to do this I'm all ears. >> >> Thank you, >> Fabian >> > >