A Maya-based method and system for batch UV processing of models

By standardizing UV set naming, automating switching, and verifying material uniqueness, the problem of cross-software collaboration errors and poor export compatibility caused by inconsistent UV set naming is solved, enabling efficient batch processing of 3D models, which is suitable for game development, film and animation, and industrial design.

CN120411327BActive Publication Date: 2026-03-13HANGZHOU YIZHI MICRO TECH CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-03-28
Publication Date
2026-03-13

AI Technical Summary

Technical Problem

In existing technologies, inconsistent UV set naming leads to texture mapping errors during cross-software collaboration, resulting in inefficient operations lacking automation tools, cumbersome and error-prone material allocation, and poor export compatibility, ultimately leading to low efficiency in 3D model production.

Method used

By acquiring UV set data and performing naming standardization processing, and verifying and adjusting when switching UV sets, the automatic switching and naming standardization of UV sets are achieved. Independent materials are generated through material uniqueness verification, and the same topology models are screened by comparing the number of faces. Finally, multiple files are exported independently through parameterized iteration.

Benefits of technology

It significantly improves the efficiency of 3D asset production, solves the problems of low efficiency and poor compatibility in UV processing, and is applicable to fields such as game development, film and animation, and industrial design.

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Abstract

This invention discloses a Maya-based method and system for batch UV processing of models, comprising: acquiring a set of 3D model objects selected by the user and UV set data corresponding to the set of 3D model objects; and performing naming standardization processing on the UV set data to obtain standardized UV set data, wherein the standardized UV set data includes a first set of UV sets map1 and a second set of UV sets map2; when a UV set switching instruction is received, acquiring the target UV set specified by the user from the standardized UV set data and the set of models whose UV sets need to be switched; and verifying and adjusting the UV set corresponding to each model in the set according to the target UV set, so as to switch the UV set corresponding to each model in the set to the target UV set. The method and system of this application solve the problems of low efficiency and poor compatibility in traditional UV processing, significantly improving the efficiency of 3D asset production, and is applicable to game development, film and animation, and industrial design.
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Description

Technical Field

[0001] This invention relates to the field of computer graphics processing technology, and in particular to a method and system for batch UV processing of models based on Maya. Background Technology

[0002] In 3D model creation, UV sets are used to define the texture mapping coordinates of the model's surface. Existing technologies suffer from the following drawbacks: inconsistent naming conventions across different software (e.g., map1, uv0), leading to texture mapping errors during cross-software collaboration; inefficient operation, requiring menu scrolling for UV set switching, necessitating repetitive operations during batch processing, and lacking automation tools; cumbersome material allocation, requiring manual creation and binding of material spheres, prone to naming conflicts or binding errors; and poor export compatibility, with traditional export tools failing to guarantee consistency between UV channels and texture associations, resulting in data loss in engines (e.g., Unreal Engine). The lack of integrated solutions in existing technologies makes creating a second set of UVs (e.g., AO maps) inefficient and error-prone. Therefore, an automated and standardized method for batch UV processing is urgently needed. Summary of the Invention

[0003] To address the technical problems existing in the background art, this invention proposes a method and system for batch processing of model UVs based on Maya.

[0004] This invention proposes a Maya-based method for batch UV processing of models, comprising:

[0005] Obtain the set of 3D model objects selected by the user and the UV set data corresponding to the set of 3D model objects, and perform naming standardization processing on the UV set data to obtain UV standardized set data, which includes the first set of UV set map1 and the second set of UV set map2.

[0006] When a UV set switching instruction is received, the target UV set specified by the user from the UV standardization set data and the model set whose UV set needs to be switched are obtained. The UV set corresponding to each model in the model set is verified and adjusted according to the target UV set so that the UV set corresponding to each model in the model set is switched to the target UV set.

[0007] Preferably, the step of obtaining the set of 3D model objects selected by the user and the UV set data corresponding to the set of 3D model objects, and performing naming standardization processing on the UV set data to obtain UV standardized set data, specifically includes:

[0008] Retrieve the collection of 3D model objects selected by the user, and iterate through the UV set name list for each model:

[0009] If the name of the first UV set is not map1, a temporary UV set placeholder is created, the first UV set is forcibly renamed to map1, and the UV set with the original name map1 is moved to the temporary set;

[0010] If the secondary UV set does not exist or its name is not map2, an empty map2 set will be automatically created.

[0011] Clear all temporary sets to ensure that each model retains only the normalized map1+map2 dual UV set structure to obtain UV normalized set data.

[0012] Preferably, the step of verifying and adjusting the UV set corresponding to each model in the model set according to the target UV set, so as to switch the UV set corresponding to each model in the model set to the target UV set, specifically includes:

[0013] Receive the target UV set and the model set to be operated on by the user input, wherein the target UV set is specifically map1 or map2;

[0014] For each model in the model set, query the name of the currently active UV set;

[0015] If the UV set corresponding to the model is the same as the target UV set, that is, the target UV set exists, then the activation state is switched directly;

[0016] If the target UV set does not exist and there is a hierarchical relationship between the target UV set and the UV set corresponding to the current model, then the target UV set is used as a temporary set for the current model to achieve indirect switching, so that the UV set corresponding to each model in the model set is the target UV set.

[0017] Preferably, it further includes:

[0018] When a UV set swap instruction is received, the model set of UV sets to be swapped is obtained, and each model in the model set of UV sets to be swapped is swapped to obtain the model set with the physical location swapped.

[0019] Preferably, the step of exchanging each model in the model set whose UV sets need to be exchanged to obtain a model set with the physical locations of the UV sets swapped specifically includes:

[0020] Create a temporary storage space T;

[0021] Copy the current first set of UV data in each model to the temporary storage space T;

[0022] Overwrite the current secondary UV set data onto the primary UV set;

[0023] Overwrite the data in the temporary storage space T with the secondary UV set;

[0024] Delete the temporary storage space T and complete the physical location swap of the UV sets to obtain the model set with the physical location swapped.

[0025] Preferably, it further includes:

[0026] Obtain the set of models to be processed and the unique identifier name corresponding to each model in the set. Match the corresponding material ball to each model in the set of models to be processed according to the preset strategy.

[0027] Preferably, the preset strategy specifically includes:

[0028] Generate material ball names in batches according to a preset name format;

[0029] Create a Lambert material node and associated shadow group for each material sphere name;

[0030] Establish a mandatory binding relationship between the material node and the unique identifier name of the corresponding model to ensure that the material name corresponds one-to-one with the model.

[0031] Preferably, the method further includes: when receiving a topology model filtering instruction, obtaining a set of models to be filtered, collecting the face count feature value of the user-specified reference model, traversing the set of models to be filtered, calculating the face count of each model in the set of models to be filtered, comparing the calculated face count with the face count feature value one by one, adding the models whose face count matches the face count feature value to the candidate set, and outputting the candidate set.

[0032] Preferably, it further includes: when a batch export instruction is received, obtaining the model combination to be batch exported, the user export path and parameter configuration, and setting the export for each model in the model combination to be batch exported, so that each model in the model combination to be batch exported can be restored to its original state after the export is completed.

[0033] This invention proposes a Maya-based model UV batch processing system, comprising:

[0034] The standardization processing module is used to obtain the set of 3D model objects selected by the user and the UV set data corresponding to the set of 3D model objects, and to perform naming standardization processing on the UV set data to obtain UV standardized set data. The UV standardized set data includes a first set of UV set map1 and a second set of UV set map2.

[0035] The switching processing module is used to obtain the target UV set specified by the user from the UV standardization set data and the model set whose UV set needs to be switched when a UV set switching instruction is received. The module then verifies and adjusts the UV set corresponding to each model in the model set according to the target UV set, so as to switch the UV set corresponding to each model in the model set to the target UV set.

[0036] This invention presents a Maya-based method and system for batch UV processing. It forcibly corrects UV set naming rules through hierarchical traversal and temporary placeholder mechanisms, achieves physical UV set exchange through data copying and transfer strategies, generates and assigns independent materials based on name feature extraction and material uniqueness verification, filters models with the same topology using a face count feature comparison algorithm, and finally completes independent output of multiple files through a parametric iterative export engine. This solves the problems of low efficiency and poor compatibility in traditional UV processing, significantly improving the efficiency of 3D asset production, and is applicable to fields such as game development, film and animation, and industrial design. Attached Figure Description

[0037] Figure 1 This is a schematic diagram of the workflow structure of the Maya-based model UV batch processing method proposed in this invention;

[0038] Figure 2 This is a schematic diagram illustrating the implementation process of the Maya-based model UV batch processing method proposed in this invention. Detailed Implementation

[0039] Reference Figure 1 and Figure 2 This invention proposes a Maya-based method for batch UV processing of models, comprising the following steps:

[0040] S1: Obtain the set of 3D model objects selected by the user and the UV set data corresponding to the set of 3D model objects, and perform naming standardization processing on the UV set data to obtain UV standardized set data. The UV standardized set data includes the first set of UV set map1 and the second set of UV set map2.

[0041] In this embodiment, step S1 specifically includes: obtaining the set of 3D model objects selected by the user, traversing the UV set name list of each model: if the name of the first set of UV sets is not map1, then a temporary UV set placeholder is created, the first set of UV sets is forcibly renamed to map1, and the UV set with the original name map1 is transferred to the temporary set; if the second set of UV sets does not exist or the name is not map2, then an empty map2 set is automatically created; clear all temporary sets to ensure that each model retains only the standardized map1+map2 dual UV set structure to obtain the standardized UV set data.

[0042] In this embodiment, the UV set name of the selected object is detected by hierarchical traversal. If the first set of UVs is not map1, a temporary UV set is created as a placeholder, and the first set of UVs is forcibly named map1. If the second set of UVs exists and is not map2, it is renamed. If there are not enough, an empty map2 set is automatically created, and finally the temporary data is cleaned up. This ensures that the first set of UVs for all models is map1 and the second set is map2, forming a standardized naming rule.

[0043] Specifically, it obtains the set data of the selected input objects. SelectedObjects Then iterate through the objects and execute the renaming rules: :

[0044] a) Obtain the UV set ;

[0045] b) If "map1": i) If "map1" Create a temporary set: ' (Achieved through renaming) ii) Force setting For map1: ;

[0046] c) Construct the second-level rules: Create map2, otherwise force "map2";

[0047] d) Remove residual temporary sets: "temp_map1" Mathematical expression: {map1, map2} .

[0048] Where O represents the set of objects selected by the user, and each object It is an element in the set. If three objects are selected, then O = [ [1, O_2, O_3]; i represents the index variable when traversing the object set O, identifying the currently processed object. For example, when i=2, the operation is O_2; U represents the object. A list of all UV set names, Let U represent the j-th UV set. If the object has map1 and map2, then U = 1. 2];

[0049] and These are represented by the object's default first UV set (which needs to be renamed to map1) and second UV set (which needs to be renamed to map2), respectively. Simultaneously, by... Apply constraints, if ≥2, then It must exist; ' indicates a temporarily created UV set to avoid naming conflicts; the logic is to create a temporary set. ', then the original set Rename it to map1, then delete it. '(If redundancy exists); The expression represents the total number of UV sets currently possessed by the object, used for judgment; R represents changing the UV set name from... Change to a standardized name (e.g., map1); and This represents the list of UV sets for the i-th object. It expresses its first UV set.

[0050] In this embodiment, by using a three-level nesting of index (i), set (O, U) and operation (R), the name of any UV set is forced to be normalized to map1 and map2, ensuring the compatibility of subsequent processes (such as texture baking and material assignment).

[0051] S2: When a UV set switching instruction is received, the target UV set specified by the user from the UV standardization set data and the model set whose UV set needs to be switched are obtained. The UV set corresponding to each model in the model set is verified and adjusted according to the target UV set so that the UV set corresponding to each model in the model set is switched to the target UV set.

[0052] In this embodiment, the UV set corresponding to each model in the model set is verified and adjusted according to the target UV set, so that the UV set corresponding to each model in the model set is switched to the target UV set. Specifically, this includes: receiving the target UV set and the model set to be operated on by the user, wherein the target UV set is specifically map1 or map2; querying the name of the currently active UV set for each model in the model set; if the UV set corresponding to the model is consistent with the target UV set, that is, the target UV set exists, then the activation state is directly switched; if the target UV set does not exist and there is a hierarchical relationship between the target UV set and the UV set corresponding to the current model, then the target UV set is used as a temporary set for the current model to achieve indirect switching, so that the UV set corresponding to each model in the model set is the target UV set.

[0053] In this embodiment, the function of switching to map1 / map2 includes: directly switching to the target set (map1 or map2) by querying the current UV set status; if the target set does not exist, it is skipped.

[0054] Specifically, input selection set a) Obtain the currently active UV: ax_u(cmds.polyUVSet(currentUVSet=True)) b) Switch mapping: map1, if target="map1" `map2, if tar get="map2"` is set via: `cmds.polyUVSet(uvSet=target);` Here, `S` is the core operation for switching UV sets, setting the target UV set (e.g., `map1`) to the currently active UV set. This affects subsequent UV editing and texture mapping processes, ensuring operations are based on the correct UV set; `M_j` represents the j-th mesh object selected by the user, belonging to the selected object set `S`. This limits the operation scope, ensuring the switching operation only applies to the user-specified object; `A` is the name of the UV set currently used by the object (e.g., `map1`), representing the initial state of the switching operation. This identifies the UV set state before the operation, used to verify whether a switch is needed and to log the changes; `f(A)` is the mathematical abstraction of the switching logic, mapping the currently active UV set `A` to the target set `T`. This defines the switching direction, forcing the current UV set to be updated to the target set, ensuring naming consistency with the operation.

[0055] In this embodiment, during the input phase, the user selects a grid set S = {M_j} and specifies a target set T. During the query phase, for each M_j, the current active set A and the UV set list U are obtained. During the verification and mapping phase, f(A) is called to achieve the target state, triggering the S operation. During the output phase, the current UV set of all M_j is updated to T, completing the switch. In summary, S is the operation executor, M_j is the operation object, A is the initial state, and f(A) is the state transition rule. These four elements together constitute the logical closed loop of UV switching. Through a strict mapping relationship (f(A)) and operation instructions (S), the accuracy and process controllability of UV set switching are ensured.

[0056] In this embodiment, it also includes:

[0057] S3: When a UV set swap instruction is received, obtain the model set of the UV sets to be swapped, and perform swapping processing on each model in the model set of the UV sets to be swapped, so as to obtain the model set with the physical position swapped in the UV sets.

[0058] In this embodiment, each model in the model set whose UV sets need to be swapped is swapped to obtain a model set whose UV sets have been physically swapped. Specifically, this includes: creating a temporary storage space T; copying the current first set of UV set data in each model to the temporary storage space T; overwriting the current second set of UV set data to the first set of UV set data; overwriting the data in the temporary storage space T to the second set of UV set data; deleting the temporary storage space T to complete the UV sets' physical location swap, thus obtaining a model set whose UV sets' physical location swap has been completed.

[0059] In this embodiment, the UV set exchange function includes: based on temporary UV set transfer, the physical exchange of the first set and the second set of UV data is achieved through three copy operations, and the data is forcibly renamed to map1 and map2.

[0060] Specifically, the input model M, the initial UV set U Then create the substitution operator. (Symmetric group elements). Finally, the permutation process is implemented: a) Establish a temporary space T: )implement Operations: c) Clear temporary space: Mathematical expression: ;

[0061] Here, M represents a single mesh object selected by the user and is the basic unit of the swap operation. It serves to limit the operation object, ensuring that the swap only applies to the specified geometry; U represents a list of all UV set names for object M, including currently existing UV sets. It operates on objects that satisfy the swap conditions. ≥2; This represents two UV sets whose names or order need to be swapped, typically map1 and map2. It defines the source and target sets to be swapped. This can be expressed as being achieved through a temporary set T. and The names are interchanged. The implementation logic is as follows: →T (temporary storage) 2→ 1 (overwrites the original set), T→ 2 (Complete the exchange); The expression represents the currently active UV set after the swap, and it must be ensured that it is consistent with the set before the swap. For example, if the set of UVs was active before the swap... The device must remain active after the swap. (Original The name of the temporary set); T represents a transfer station used to temporarily store the UV set name, avoiding direct overwriting that could lead to data loss. Its purpose is to ensure that the temporary set name is unique and does not conflict with existing sets; and Indicates the names before and after the swap. =Original name=map1, =SwappedName=map2, used to record the mapping relationship of UV set names during the swap process; This represents the UV set before and after the swap, indicating that the order or naming of the UV sets changes after applying the swap function. For example, the original set U = [map1, map2], after the swap... =map2,map1].

[0062] In this embodiment, secure exchange of UV set names is achieved through mathematical mapping (σ) and temporary sets (T), which is suitable for complex workflows that require dynamic adjustment of UV naming conventions.

[0063] In this embodiment, it also includes:

[0064] S4: Obtain the set of models to be processed and the unique identifier name corresponding to each model in the set. Match the corresponding material ball to each model in the set of models to be processed according to the preset strategy.

[0065] In this embodiment, the preset strategy specifically includes: generating material ball names in batches according to a preset name format; creating a Lambert material node and associated shadow group for each material ball name; and establishing a forced binding relationship between the material node and the unique identifier name of the corresponding model to ensure that the material name corresponds one-to-one with the model.

[0066] In this embodiment, the batch material ball-based function includes: extracting the object name (filtering the namespace), generating a unique material name (M_object name), and automatically creating Lambert materials and shading groups; if the material already exists, it is reused directly, and the object is forcibly assigned the rights through cmds.sets, so that a unique material ball can be generated based on the object name, realizing batch automatic assignment and avoiding duplicate creation.

[0067] Specifically, input the set of objects SelectedObjects Establish name mapping: " "+ Split(O_k.name, ":") [-1]; b) Construct material functions: ? CreateShader c) Establish connection relationships: SurfaceShader: outColor d) Application mapping: Assign , Mathematical expression: SG(N_k)).

[0068] in, and Represents a single object and a collection of objects. This represents the set of objects selected by the user. This represents the k-th object in the set, and through index traversal operations, it expresses the physical carrier of the material operations. and This expresses the verification of material names and their existence, where N represents the name of the material sphere (e.g., "lambert1"). This indicates that the scene is checked for materials with the same name to avoid conflicts and ensure the uniqueness of material names. Dynamic generation is supported (e.g., "M_lambert_001"). "and This section explains the material naming rules and creation process. "M_" indicates a material name prefix used to identify material nodes (e.g., M_wood). "M(N)" indicates creating a prefixed material node based on the base name N. The purpose is to standardize naming conventions and facilitate batch management and retrieval. (c and...) Represented as color attributes and shadow groups, 'c' expresses the material's color attributes (such as diffuse color and specular color). The shading group corresponding to material N is responsible for rendering connections, and its purpose is to define the visual representation of the material. The goal is to associate materials with geometry, lighting, and renderers; The ∪ symbol represents function operations and set merging, Expressed as a material assignment function, it binds materials to a collection of objects. ; ∪ represents a set merging operation, expanding the scope of the operation; k and n express the loop index and the total number, respectively. k represents the loop index, used to process objects or materials one by one; n represents the total number of objects or materials, which controls the traversal logic and enables batch operations; SG(N_k) represents the hierarchical shadow group, which represents the shadow group corresponding to the k-th material. Its purpose is to ensure that when there are multiple materials in the scene, each material N_k corresponds to an independent shadow group, avoiding rendering conflicts.

[0069] In this embodiment, efficient creation, management and allocation of materials are achieved through standardized naming (M_), set operation (∪), and hierarchical shadow group (SG(N_k)), which is suitable for batch material processing in complex scenes.

[0070] In this embodiment, it also includes:

[0071] S5: When a topology model filtering instruction is received, obtain the set of models to be filtered, collect the face count feature value of the user-specified reference model, traverse the set of models to be filtered, calculate the face count of each model in the set of models to be filtered, compare the calculated face count with the face count feature value one by one, add the models whose face count matches the face count feature value to the candidate set, and output the candidate set.

[0072] In this embodiment, the function of obtaining models with the same number of faces includes:

[0073] The function cmds.polyEvaluate is used to collect the face count of selected objects, traverse all meshes in the scene, compare the face counts of unselected objects, add the results to the matching set, and finally output and select all models that meet the conditions. This allows for the rapid filtering of models with the same face count in the scene based on the topological face count feature.

[0074] Specifically, input a set of reference objects Then, by constructing a feature space: . . | Then iterate through the entire set of objects in the scene. Finally, the matching operation is performed: FaceCoupe Mathematical expression: in This is a function for calculating the number of faces.

[0075] Here, R represents the original selection set, expressed as the initial set of unfiltered objects, containing all visible objects in the scene. Its purpose is to serve as the input data source for subsequent filtering operations; This is a filtered subset, expressed as the subset selected from R based on the filtering mode m. For example, if m is "polygonal mesh", then... Contains only mesh objects; F can be expressed as a filtering function and a set of functions. A single filter function is expressed, returning a boolean value to determine whether an object meets the criteria; F represents the set of all available filter functions (such as filtering by type, name, or attribute), the purpose of which is to support multi-mode filtering and improve the flexibility of batch selection.

[0076] and Expressed as pattern index and set cardinality, The index number that expresses the filtering pattern (e.g., 1 = by type, 2 = by name). Expresses the total number of objects in the original set R. and Expressed as weight space and weight values, This represents the weight allocation space, used for priority control in multi-condition filtering; This represents the weight value of the i-th filtering condition, which affects the final selection result. For example, if... If ω1 = 0.6 (type weight) and ω2 = 0.4 (name weight), then type filtering has a higher priority. and The expression represents the matching conditions and existence checks, where M represents the set of objects that satisfy at least one filtering condition. Existence check: Determines whether an object matches any filtering condition. f is expressed as the weight normalization and scoring function. The expression represents the weight normalization function, ensuring that the sum of the weights is 1. `f` represents the comprehensive score function for objects, used for priority ranking. Its purpose is to quantify the object matching degree and support intelligent recommendation selection (e.g., prioritizing high-scoring objects).

[0077] In this embodiment, efficient batch selection is achieved by dynamically dividing subsets with R_m, controlling the filtering priority with Ω, and quantifying the matching degree with f, which is suitable for object management in complex scenarios.

[0078] In this embodiment, it also includes:

[0079] S6: When a batch export instruction is received, obtain the model combination to be exported in batches, the user's export path and parameter configuration, and set the export settings for each model in the model combination to be exported in batches so that each model in the model combination to be exported in batches can be restored to its original state after the export is completed.

[0080] In this embodiment, the batch export function includes: selecting objects one by one through a user-specified path, calling the FBX export interface, setting parameters (such as embedding textures and retaining smoothing groups), exporting independently with the object name as the filename, and restoring the original selection state after export. This enables the batch export of multiple independent FBX files of objects while preserving key geometric attributes.

[0081] Specifically, input configuration parameters (embedTextures: Bool, path: String) Then create the export rules: SelectedObjects: a) Set topology preservation conditions: "= {SmoothingGroups: True, HardEdges: False}; b) Construct the exported matrix: FBX embedTextures c) Perform file mapping: File path + " Mathematical expression for ".fbx": Export: FileSystem;

[0082] in, This is expressed as the export threshold, representing the progress threshold that triggers the batch export operation. It controls when file generation begins (e.g., execution occurs when the progress reaches 95%). The purpose is to prevent premature resource consumption and ensure that preprocessing (Γ) is complete before exporting. It can be expressed as a collection of objects to be exported, or as a collection of objects (such as meshes, animation skeletons, and material nodes) specified by the user. Its purpose is to ensure that the objects meet the conditions for exportability (such as topological validity and naming conventions). Expressed as a preprocessing function, expressing the output set Each object in the process undergoes preprocessing operations to ensure that the data meets the target format requirements. Typical steps include mesh simplification (reducing the number of faces), UV unwrapping correction (eliminating overlaps), and material path redirection (adapting to the target project). Represented as a tuple-based set of objects, its meaning is to represent a collection of objects. Encapsulated as a tuple, ensuring data immutability during export. Its purpose is to prevent accidental modification of the collection during multi-threaded export and to support hash-based verification (such as MD5 to check data integrity). The `c` parameter represents the export configuration, a set of parameters controlling export behavior, including file format, unit scaling, and texture embedding. For example: `format`: target format (FBX, OBJ, USDZ, etc.), `scale`: unit scaling ratio (adapting to different DCC software), `texture_embed`: whether to pack textures into the file.

[0083] In this embodiment, efficient and stable batch export is achieved by using Γ to ensure data quality, c to unify export rules, and θ to control execution timing.

[0084] Reference Figure 1 and Figure 2 This invention proposes a Maya-based model UV batch processing system, comprising:

[0085] The standardization processing module is used to obtain the set of 3D model objects selected by the user and the UV set data corresponding to the set of 3D model objects, and to perform naming standardization processing on the UV set data to obtain UV standardized set data. The UV standardized set data includes the first set of UV set map1 and the second set of UV set map2.

[0086] The switching processing module is used to obtain the target UV set specified by the user from the UV standardization set data and the model set whose UV set needs to be switched when a UV set switching instruction is received. Based on the target UV set, the UV set corresponding to each model in the model set is verified and adjusted so that the UV set corresponding to each model in the model set is switched to the target UV set.

[0087] The above description is only a preferred embodiment of the present invention, but the scope of protection of the present invention is not limited thereto. Any equivalent substitutions or modifications made by those skilled in the art within the scope of the technology disclosed in the present invention, based on the technical solution and inventive concept of the present invention, should be covered within the scope of protection of the present invention.

Claims

1. A method for batch UV processing of models based on Maya, characterized in that, include: Obtain the set of 3D model objects selected by the user and the UV set data corresponding to the set of 3D model objects, and perform naming standardization processing on the UV set data to obtain UV standardized set data, which includes the first set of UV set map1 and the second set of UV set map2. When a UV set switching instruction is received, the target UV set specified by the user from the UV standardization set data and the model set whose UV set needs to be switched are obtained. The UV set corresponding to each model in the model set is verified and adjusted according to the target UV set so that the UV set corresponding to each model in the model set is switched to the target UV set. The step of verifying and adjusting the UV set corresponding to each model in the model set according to the target UV set, so as to switch the UV set corresponding to each model in the model set to the target UV set, specifically includes: Receive the target UV set and the model set to be operated on by the user input, wherein the target UV set is specifically map1 or map2; For each model in the model set, query the name of the currently active UV set; If the UV set corresponding to the model is the same as the target UV set, that is, the target UV set exists, then the activation state is switched directly; If the target UV set does not exist and there is a hierarchical relationship between the target UV set and the UV set corresponding to the current model, then the target UV set is used as a temporary set for the current model to achieve indirect switching, so that the UV set corresponding to each model in the model set is the target UV set.

2. The Maya-based model UV batch processing method according to claim 1, characterized in that, The process of obtaining the set of 3D model objects selected by the user and the UV set data corresponding to the set of 3D model objects, and performing naming and standardization processing on the UV set data to obtain UV standardized set data, specifically includes: Retrieve the collection of 3D model objects selected by the user, and iterate through the UV set name list for each model: If the name of the first UV set is not map1, a temporary UV set placeholder is created, the first UV set is forcibly renamed to map1, and the UV set with the original name map1 is moved to the temporary set; If the secondary UV set does not exist or its name is not map2, an empty map2 set will be automatically created. Clear all temporary sets to ensure that each model retains only the normalized map1+map2 dual UV set structure to obtain UV normalized set data.

3. The Maya-based model UV batch processing method according to claim 2, characterized in that, Also includes: When a UV set swap instruction is received, the model set of UV sets to be swapped is obtained, and each model in the model set of UV sets to be swapped is swapped to obtain the model set with the physical location swapped.

4. The Maya-based model UV batch processing method according to claim 3, characterized in that, The process of exchanging each model in the model set whose UV sets need to be exchanged to obtain a model set with the physical locations of the UV sets swapped specifically includes: Create a temporary storage space T; Copy the current first set of UV data in each model to the temporary storage space T; Overwrite the current secondary UV set data onto the primary UV set; Overwrite the data in the temporary storage space T with the secondary UV set; Delete the temporary storage space T and complete the physical location swap of the UV sets to obtain the model set with the physical location swapped.

5. The Maya-based model UV batch processing method according to claim 4, characterized in that, Also includes: Obtain the set of models to be processed and the unique identifier name corresponding to each model in the set. Match the corresponding material ball to each model in the set of models to be processed according to the preset strategy.

6. The Maya-based model UV batch processing method according to claim 5, characterized in that, The preset strategy specifically includes: Generate material ball names in batches according to a preset name format; Create a Lambert material node and associated shadow group for each material sphere name; Establish a mandatory binding relationship between the material node and the unique identifier name of the corresponding model to ensure that the material name corresponds one-to-one with the model.

7. The Maya-based model UV batch processing method according to claim 5, characterized in that, Also includes: When a topology model filtering instruction is received, the set of models to be filtered is obtained, and the face count feature value of the user-specified reference model is collected. The set of models to be filtered is traversed, the face count of each model in the set of models to be filtered is calculated, and the calculated face count is compared with the face count feature value one by one. Models whose face count matches the face count feature value are added to the candidate set, and the candidate set is output.

8. The Maya-based model UV batch processing method according to claim 7, characterized in that, Also includes: When a batch export instruction is received, the system obtains the model combination to be exported in batches, the user's export path, and parameter configuration, and sets export settings for each model in the model combination to be exported in batches so that each model in the model combination to be exported in batches can be restored to its original state after the export is completed.

9. A Maya-based model UV batch processing system, applied to the Maya-based model UV batch processing method according to any one of claims 1-8, characterized in that, include: The standardization processing module is used to obtain the set of 3D model objects selected by the user and the UV set data corresponding to the set of 3D model objects, and to perform naming standardization processing on the UV set data to obtain UV standardized set data. The UV standardized set data includes a first set of UV set map1 and a second set of UV set map2. The switching processing module is used to obtain the target UV set specified by the user from the UV standardization set data and the model set whose UV set needs to be switched when a UV set switching instruction is received. The module then verifies and adjusts the UV set corresponding to each model in the model set according to the target UV set, so as to switch the UV set corresponding to each model in the model set to the target UV set.

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