I specifically installed 2012.5 Crosswalk before starting work on this as I thought it would help solve any silly animation issues that our small team would have down the road. I was wrong, but I didn't think that I'd have problems with just static meshes as well...
Also, some more info on the model (I was typing this at 4AM last night so I apologize if the post seemed kind of sparse):
- Model was done in XSI, and had hard edges marked.
- However, I exported it as obj and UVmapped it in headus UVlayout, then re-imported that obj back into XSI. Because I lost all my hard edge information through this process, I copy-pasted the new UVs from the newer obj to my original polymesh back in XSI.
- I tried using the standard Copy/Paste UVs function from the Texture Editor and GATOR. Both give correct results initially, but after the model is exported as FBX, both methods will produce the same UV-messing-up issue.
- I have gone through the entire hierachy and I can't find anything out of the ordinary.http://i.imgur.com/oXWPe.jpg
Shows the model displaying correctly in the XSI viewport with the hierachy expanded. Everything is frozen, transforms are reset.
Update: Ok, this is weird. After some experimentation, I have fixed the issue, sort of, but I have trouble understanding why it would have worked.
What I did was apply GATOR again on the mesh that had problems, but which ALREADY had the gator operator applied to it and frozen beforehand, then export as FBX. Now the UVs seem to be fixed during export, but I have no clue why this would have worked. Would anyone be able to shed any light on this issue?
Also, I noticed that without any tomfoolery of the sort, if I just export the mesh as FBX without hard edges, the UVs will also not be messed up.
DOES NOT COMPUTE O__O