The exporters like MayaToBabylon and MaxToBabylon are exporting with babylon meshes with uvs and uvs2 arrays.
[DataMember]
public float[] uvs { get; set; }
[DataMember]
public float[] uvs2 { get; set; }
But the .babylon file format documentation FileFormat Map (.babylon) - Babylon.js Documentation for VertexData says the below
"uvs": array of floats (2 per vertex),
"uv2s": array of floats (2 per vertex) which is the 2nd texture coordinates (can be omitted),
"uv3s": array of floats (2 per vertex) which is the 3nd texture coordinates (can be omitted),
"uv4s": array of floats (2 per vertex) which is the 4nd texture coordinates (can be omitted),
"uv5s": array of floats (2 per vertex) which is the 5nd texture coordinates (can be omitted),
"uv6s": array of floats (2 per vertex) which is the 6nd texture coordinates (can be omitted),
Documentation for Mesh says below.
"uvs": array of floats (2 per vertex),
"uvs2": array of floats (2 per vertex) which is the 2nd texture coordinates (can be omitted),
"uv3s": array of floats (2 per vertex) which is the 3nd texture coordinates (can be omitted),
"uv4s": array of floats (2 per vertex) which is the 4nd texture coordinates (can be omitted),
"uv5s": array of floats (2 per vertex) which is the 5nd texture coordinates (can be omitted),
"uv6s": array of floats (2 per vertex) which is the 6nd texture coordinates (can be omitted),
If you see, vertexData has attribute uv2s and mesh has attribute uvs2.
Now my question is what are the valid attribute names?
(uvs2, uvs3, uvs4, uvs5, uvs6) or (uv2s, uv3s, uv4s, uv5s, uv6s) ?
There is a confusion here. Moreover, as there are “3nd”, “4nd”, “5nd” instead of “3rd”, “4th”, “5th” in these sentences, I am assuming that it is due to some copy/paste.
It gives a feeling that some mistake is done when documenting uvs2, uv2s etc.
Can you please clarify?
Thanks in advance.