I'm trying to manipulate mesh data of an object using animation nodes. While the manipulation of the data works just fine, I always lose the UV maps when generating the output object. I've provided a simplified Blend file here:

This is a screenshot from it:

AN Copy UV

So basically, all I want to do is preserve the already existing UVs from the source object, and add them to the target. Even the Data Transfer modifier does not provide a solution here, as AN constantly rebuilds the Target object.

A solution where I could easily generate new UV coordinates on the target would also fit my needs.

  • $\begingroup$ The feature is not available in Animation Nodes 2.0 and before. But it is available in 2.1 through the construct mesh node. (2.1 is still under development). $\endgroup$ – Omar Emara Oct 31 '17 at 14:42
  • $\begingroup$ @OmarAhmad I'll try compiling 2.1 and report back if that works out for me, thanks! $\endgroup$ – aliasguru Oct 31 '17 at 15:12
  • $\begingroup$ @OmarAhmad I've compiled it successfully and threw in the 'construct mesh' node. Use UVs is checked. Under 'UV Map Names' I can also see the correct name of the map when using the 'Mesh Info' node. But how do I set it on the output object? 'Combine Mesh' and 'Mesh Object Output' both don't offer any UV related settings. $\endgroup$ – aliasguru Oct 31 '17 at 17:26
  • $\begingroup$ I added an answer. $\endgroup$ – Omar Emara Oct 31 '17 at 17:49
  • $\begingroup$ @OmarEmara I am using AN 2.2 (B 2.83) and i do not see a construct mesh node? $\endgroup$ – yarun can Aug 23 '20 at 23:23

After constructing the mesh while using UVs. You just have to output it using the mesh object output node.

Node Tree

  • $\begingroup$ thank you very much for this answer, it opened up a lot of possibilities! I'm impressed by the performance of the replicate mesh node. $\endgroup$ – aliasguru Nov 2 '17 at 8:57
  • $\begingroup$ I can't find this node, I see the load uvs option in the "mesh object input" But is a boolean socket. In the docs there is not much info. $\endgroup$ – Juan Manuel Lynch Feb 7 '19 at 10:52
  • $\begingroup$ @JuanManuelLynch This node was removed in recent version. So just use the Mesh Object Input node. $\endgroup$ – Omar Emara Feb 7 '19 at 11:05

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