ozRocker Posted August 18, 2015 Share Posted August 18, 2015 When I use the Blender exporter (latest version in GIThub) I get the message: WARNING: Material has image texture with no UV map assigned: "Kd" ignored in the log file and the resulting model doesn't show the texture when the scene is loaded. I can clearly see within Blender that my model has a texture with UV mapping. Does anyone know how I can fix this? Quote Link to comment Share on other sites More sharing options...
ozRocker Posted August 18, 2015 Author Share Posted August 18, 2015 I found a temporary fix for this problem. I'm using Blender 2.75. I was using the latest Blender exporter which is v3.0.1. I found an older version which is v1.8.1 and that worked. My animation and textures exported without any problem. Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted August 18, 2015 Share Posted August 18, 2015 Are you sure you are assigning the texture a UV map? The fact that the old exporter does it, leads me to suspect that it is not. Version 3.0 fixed the problem of actually using more than 1 UV Map. The old version would write out 2 UV maps if you had them for a mesh, but always set the map to use in the export to be the first one. The new version now checks which UV Map you assigned to the texture. Look at the textures section of the documentation. There is a snapshot of image texture properties. In the Mapping section there is Red text which says: 'unwrap mesh, assign it here'. Does your properties look like this?https://github.com/BabylonJS/Extensions/tree/master/TowerOfBabel#textures FYI, there is a 3.0.2 as a pull request. Think they forgot about it. Quote Link to comment Share on other sites More sharing options...
ozRocker Posted August 18, 2015 Author Share Posted August 18, 2015 I had a look and the bit located at 'unwrap mesh, assign it here' was empty. I clicked on it and it showed me the one UV mapping which was available, so I selected that and its now set as the UV map. So the new exporter now requires an extra step to export the one UV map with the texture? Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted August 18, 2015 Share Posted August 18, 2015 In a word, yep. The longer answer is this is the way Blender does it. The materials options in 3.0 are vastly larger. Straying too far from how things are actually done by a Blender user may not be a good practice. Now that there is detailed documentation, much of the mystery of how to do everything that is supported is gone. Quote Link to comment Share on other sites More sharing options...
ozRocker Posted August 18, 2015 Author Share Posted August 18, 2015 well it looks like Blender has picked the only UV mapping as the default one which is why I can see the texture on my model within the Blender editor. When exporting to DAE it also uses the one UV mapping as the default mapping. I've never actually needed to manually set it. So if Blender uses the single existing UV mapping as the default UV mapping and if the old exporter did that, I would assume the new exporter should be able to do that too. Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted August 18, 2015 Share Posted August 18, 2015 I did not consider this a big deal, until an export of a mhx2, Make Human needed it. The check is now more relaxed, just that at least 1 UV map exists. Basically, Make Human gets anything it wants. This is in the pipeline. Continue to specify till next PR. Quote Link to comment Share on other sites More sharing options...
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