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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 09 3:46 am)



Subject: Help with Cyborg ITA 2 and UV Mapper


Djeser ( ) posted Sun, 12 October 2003 at 2:49 AM · edited Fri, 10 January 2025 at 5:11 AM

Help! Tearing my hair out! I am following Andygraph's instructions in the tutorial. Starting with the head, loaded obj, loaded new UV map. Then he says to export the model. But in the file menu in UV Mapper, there's no "export model" function, only export uvs. Anyone help? Thanks in advance!

Sgiathalaich


Little_Dragon ( ) posted Sun, 12 October 2003 at 3:42 AM

File menu --> Save Model



Djeser ( ) posted Sun, 12 October 2003 at 3:51 AM

LOL! Thanks, Little Dragon. I thought about that but it seemed too easy! May be back with more questions. Appreciate it!

Sgiathalaich


Djeser ( ) posted Sun, 12 October 2003 at 5:27 AM

file_79678.jpg

I got the first 2 UV maps done correctly (thanks again, Little Dragon), the head and torso. But I'm totally confused, and so far have 2 major issues I'm struggling with.

Problem 1

So far, I've got 3 items in my Figures library...they show in the render.

  1. IT_A_02_M_H (when I load it it's actually 2 figures. shown in center of render)
  2. IT_A_02_M_H_skin (shown at left in render, green body, mech head)
  3. IT_A_02_M_T (torso shown at right in render, green head, mech body)

Now...what are the different figures for, and how do I use them? How do I get the head and the torso to go on the same figure? I've tried conforming, and gotten some hideous results. I've gone through the readme's, the tutorials in the zip files, but nothing explains how you use these figures. In fact, the instructions for use are totally absent. I am totally clueless here. I am usually able to figure stuff out myself, but I am totally mystified.

Problem 2

I purchased the legs and arms as well. I started to do the remap thing on the legs next. The tutorial said to load the new head.obj (that I made already) in uv mapper, and the body parts would be on the lower left side of template. But on the head.obj uv map, they're still on the right. So I loaded the torso.obj, and the body parts did appear on the lower left. According to the tute, I need to save the model as the head.obj. But how can I do this if I used the torso.obj instead of the head.obj?

I am emailing andygraph as well, but as English is not his first language, I though I'd post here and see if anyone who had gone through all these steps has advice. I'm becoming quite desperate and would welcome any assistance!

Sgiathalaich


Djeser ( ) posted Sun, 12 October 2003 at 5:27 AM

Content Advisory! This message contains nudity

Checking nudity tag just in case.....sorry!

Sgiathalaich


SamTherapy ( ) posted Sun, 12 October 2003 at 6:04 AM

I can't remember what I did exactly -it's been a while - but I did get the thing to work (considering I made an alternate character for it:) ) after some playing around. What you should end up with is 2 characters. One which is totally remapped to take Andygraph's textures and another which contains the remapped model inside a standard Victoria. It's possible to create several other characters on the way, but the two I mentioned are your ultimate aim. IIRC, every time you add a section, you remap slightly, adding the new mapping to the existing model, so Head.obj becomes Torso.obj, becomes Arms.obj and so on... I think. As I said, it's been a while. I hope that helps some.

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Djeser ( ) posted Sun, 12 October 2003 at 6:28 AM

Hi Sam, thanks so much for answering my plea! Well...so far, in figures library, I have 3 characters (like in the pic above). I think maybe the middle one is the one you said was "inside a standard Victoria". I thought before I even went further than the torso that both the head and torso would be on the same figure, but that's not how it's coming out...just the 3 as in the pic above. So far, when I remapped according to instructions, I did head first. Saved as head.obj. Then for torso, used head.obj, instructions said to save as torso.obj. In the geometries folder, now I have a folder for the mech head and a folder for the mech torso, with the mech head.obj and mech torso in their respective folder. So I'm afraid I'm way behind the power curve here! If I follow the instructions, I am not getting the torso added to the head. Still confused!

Sgiathalaich


SamTherapy ( ) posted Sun, 12 October 2003 at 7:20 AM

Try this: Make a copy if the Head.obj and put the copy somewhere safe. Use Head.obj as your model for remapping and keep saving it as Head.obj. Looking at the CR2 for my complete Cyborg, it references IT_A_02_mech_HEAD.obj for the inner body and blMilWom.obj for the outer body, so I'm guessing the advice I have given above is pretty much what I did.

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Djeser ( ) posted Sun, 12 October 2003 at 7:23 AM

Ok, Sam, will give that a try. My frustration level is rapidly rising, lol! Will let you know what I come up with. Thank you so much for trying to help me, I really appreciate it.

Sgiathalaich


Djeser ( ) posted Sun, 12 October 2003 at 8:08 AM

Sam, I did what you suggested, but even tho I had a figure in my figures library for the legs, it was apparently referencing a legs obj file, so Poser crashed because it wasn't there, but rather head. So I decided to start from scratch, and deleted the head and torso objs and figures. From what I tell from his "tutorials", you start with the head, then torso, then legs, then arms. That is the way I was trying to follow along. I went to load the milwom obj (saved a version of it elsewhere just in case!) to start the head all over again, and the map that came up in UV mapper is all scrambled looking, like the head is on top of the body. Tried several times, same thing. I think I read in another thread that sometimes that happens in uv mapper? I just have to keep trying to load the model? Starting with the torso zip, there's an image tutorial for each of the rest of the parts (but not for the head). I'm following that and the readme instructions. But now I'm stymied again at stage one. I'm thinking that all this frustration is not worth the $67 I forked out on it. Following his instructions, the torso was not added to the head figure, but was a separate complete figure, and I can't figure how to get the legs to work. It makes sense to me, as you indicated, that the torso and legs would be added to the head figure, and his pictorial instruction indicated it from the illustration, but that doesn't seem to be what is happening.

Sgiathalaich


SamTherapy ( ) posted Sun, 12 October 2003 at 8:59 AM

Djeser, I'm somewhat busy at the moment but I will come back to you later and we'll get this thing working. If I can get it to work, anyone can. The problem is, I can't remember what I did, but no prob, I can start from scratch. :) It is a bit of a faff to get it right, but trust me, it's worth it. Hang on in there and I'll be back in a few hours. If anyone else is reading and can help in the meantime, step right up.

Coppula eam se non posit acceptera jocularum.

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SamTherapy ( ) posted Sun, 12 October 2003 at 2:13 PM

I'm reading through the documentation for adding the torso. It appears to be straightforward enough, follow the steps from the second column to add the torso.

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SamTherapy ( ) posted Sun, 12 October 2003 at 2:21 PM

Same for adding the legs; jump to the second column and follow the instructions there.

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Djeser ( ) posted Sun, 12 October 2003 at 3:52 PM

Hey Sam....did a marathon 4 hour chat with andygraph, he walked me through it. The process in the tutorials might make sense to someone who is used to making their own textures, but I didn't understand som eo f it. Looks like we have it working now. Thanks, I'm so grateful for your time and effort.

Sgiathalaich


SamTherapy ( ) posted Sun, 12 October 2003 at 4:31 PM

You're welcome; but it seems Andygraph should take the credit. Good to hear you have it working now. It's a great character with a lot of possibilities.

Coppula eam se non posit acceptera jocularum.

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