byAnton opened this issue on Apr 24, 2005 ยท 181 posts
Spanki posted Mon, 25 April 2005 at 2:20 AM
Philebus (and others), yer welcome ;).
...and good point about keeping the original models around, un-altered. Any of the PFE-style encoded packages rely on finding the original files intact.
Anton explained some about UV-Mapper regions... most .obj file won't have them anyway. In case you're curious, here's an attempt at explaining what they are... UV-Mapper regions are something that (AFAIK) Steve Cox (the author of the UV-Mapper program) created. It's basically a modified 'comment' record within the .obj file that is yet another way of categorizing polygons as belonging to one label or another. Other categories are 'groups' (head, neck, chest, abdomen, etc.) and 'material zones' (SkinBody, SkinHead, Lips, Iris, etc.). Now, suppose you are UV-Mapping a humanoid figure like V2 or V3. ALL of the UV coordinate values fall between 0.0 and 1.0 (there are some exceptions to this for tiling textures). If you load V3 into UV-Mapper, you'll see one big blob of vertces/wireframe. But when you look at textures for V3, you'll notice that the head uses a separate texture file from the body (as do the eyes and teeth and some other parts). So, if you're going to do some changes on the body mapping, you'd typically hide everything, then selectively unhide material groupings like the SkkinTorso, SkinHip, SkinForearm, SkinHand, SkinLeg, etc., etc. until you had all of the materials that made up the 'body' texture map. To keep from having to do this every time you want to make some changes (or just write out a UV-map template), you can assign all of those material groups to a 'Body' region. Then do likewise for a 'Head' region, etc. Once you have some regions set up, you can then hide/unhide entire groups of materials (regions) with one action. The idea is that 'regions' can span or encompass or contain more than one 'group' or 'material' and provide a 3rd (handy) way to easily access groups of polygons.
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