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Rik Gervasi

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  1. Hi Drongle, thank you so much for your reply, it now starts to make sense to me... i am using blender 2.68a and if "Only Active UV Layer" which didnt work in 2.66 also not works in 2.68a, that would perfectly explain why i experience what i experience. Also thank you Aquila and Gaia for your helpful responses. For the time being i will either just use one UV map or, if i want to use more UV maps i ll just make sure that the one i want to include in the collada export is the first one in the UV map list. Cheers
  2. Hi Aquila, thank you for your reply You are correct, you could unwrap different parts of your model in one UV map, and let them overlap, like shown in the pics you included. But, for convienence (well i thought it was convenient) i created a different UV layer for each material. Take for example a bottle of wine, where you have a cork texture, a bottle texture and a label texture: you have 3 materials, 3 textures and 3 UV maps. Now i want to bake everything into one consolidated texture/uvmap (blender 2.49 used to have a consolidate script which did that automatically but it can still be done 'by hand'), this produces a 4th consolidated UVmap and that is the one i want to include in my collada export, but that doesnt seem to happen when i set that one as the "active rendering layer" in my UV map list. I hope i am making sense here :-)
  3. Hi Gaia, tysm for your quick reply. I think the problem is possibly my lack of understanding of what the "active UV layer" actually is. When i go to the mesh properties of my model, i have a list of UV maps there. How can i know (or set) which one of them is the "Active UV layer"? This list does however enable me to set the "active rendering layer" (with the little camera icon to the right of it), should that be the UV layer that will be included in the collada export? It doesnt seem that way, from my experiences i can only conclude that: - The "Active UV Layer" setting in the collada export only influences which textures will be included in the export, not which UV map will be included in the export. - The UV map that will be included will be either the first one in the list if you have more than one UV map in your model, or if you have just one UV map it will obviously include that one in the export. Does anyone recognize the above? :-) Ty again!
  4. Hi All, Although i have been creating mesh with Blender for quit a while, i still have trouble exporting a blender model with multiple UV layers to SL. This I know: - Having multiple UV maps is fairly common if you work with different textures/materials that need their own separate UV maps - The blender collada exporter contains several options that optimize an export to collada for SL - SL understands only one UV map The really big question for me is: how do you tell the collada exporter which specific UV layer it needs to include? The collada exporter option "Only Active UV Layer" has something to do with it, but... what in my model is "the active UV layer"? Maybe I am overlooking something extremely simple and straightforward, but i sincerely have no idea. My workaround is simply by making a copy of my model, deleting all UV maps except the one that i want to include in the collada export. Anyone else struggling with this? Any reactions or answers are highly appreciated, Have a wonderful day :-)
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