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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 02 2:22 am)



Subject: UVS mirror question???A good one!!!!


neftis ( ) posted Sun, 12 June 2005 at 9:06 PM · edited Sun, 02 February 2025 at 7:55 AM

Is there an application prog that would allow to mirror UVS.When a figure is totally symetrical is this possible to mirror UVS let's say from left to right???


Fazzel ( ) posted Sun, 12 June 2005 at 10:34 PM

Can't you just do that in the material room? Why not just check Mirror_U or Mirror_V?



neftis ( ) posted Sun, 12 June 2005 at 10:39 PM

I mean to directly save it with the OBJ file...Is there a way??


narcissus ( ) posted Mon, 13 June 2005 at 2:55 AM

That would be a great help!I would be very interested too! I do all the symmetry by hand and it is not a pleasant procedure... pitklad


EnglishBob ( ) posted Mon, 13 June 2005 at 5:28 AM

You mean (I assume) to replicate the mapping of a symmetrical figure? Just mirroring the UV coordinates left-to-right is a simple thing to do in UVMapper, or later versions of the Poser material room, and I guess you know that. I don't know of an easy way to do this. However, if you have UVMapper Pro, you can map one half of the figure, save the template, flip it, then import it as the background image. That will give you something to follow while you're adjusting the other half. A bit of trial and error is usually needed to get the template and the mesh to line up, and you may need to put your finger on the screen a lot. :) Another possibility would be to model one half of the figure and map it; then mirror the mesh and join the two halves together.


narcissus ( ) posted Mon, 13 June 2005 at 6:03 AM

Attached Link: http://www.renderosity.com/messages.ez?ForumID=12453&Form.ShowMessage=2286429

"Another possibility would be to model one half of the figure and map it; then mirror the mesh and join the two halves together"

Unfortunatelly this does not work well :^( I've tried with no result, see the post I made at the UV mapper forum

So I use the mirrored tamplate method and move points by hand...

pitklad


Gareee ( ) posted Mon, 13 June 2005 at 6:54 AM

There is a lightwave lscript that will actually delete one half of a obj file, and mirror the other half, and even weld the overlapping points. That's a one step solution. There is also another lscript that just deletes 1 half of the obj... you then just use the lightwave mirror command and weld the points. (You really want to weld points now, because otherwise you cannot use displacement mapping.) Something to keep in mind though.. if someone wants to ay apply a tatoo on a right shoulder, if you have mirrored uvs, it'll come out on both shoulders. Unless you assign mat settings to left and right as well.

Way too many people take way too many things way too seriously.


EnglishBob ( ) posted Mon, 13 June 2005 at 7:09 AM

I've answered the thread you linked, narcissus; however I don't think it applies exactly to this query. I was suggesting that the original model should be mirrored when it was being made, and in that instance the facet/UV relationship would be mirrored too. Of course, there'd still be the challenge of stitching the UVs back together; and you can't apply this method to a model which is already made. I never said it was a good idea. :)


EnglishBob ( ) posted Mon, 13 June 2005 at 7:25 AM

Sorry Gareee, I posted over you there... I was suggesting that the UVs for each half of the mirrored mesh would be offset so that they'd join back together. Easier said than done, I suspect.


narcissus ( ) posted Mon, 13 June 2005 at 7:50 AM · edited Mon, 13 June 2005 at 7:58 AM

I guess my problem is different but still have to do with symmetry...

Thanks anyway Bob! :^)

A way to stitch the two parts would be this:

Save the two parts with different material names (Right,Left)
Mirror only the one side (Left)and move it at the right position
select the middle points that both sides use and then press Shift-X till those become one!
Then select the Left&Right material and make it one again

I hope this make sense...

:^)

pitklad

Message edited on: 06/13/2005 07:58


Gareee ( ) posted Mon, 13 June 2005 at 8:51 AM

Actually, stiching them back together in Lightwave is a piece of cake. when you mirror one side, you make sure you'r cursor is exactly on the x "0" center. The polys will be mirrored and the points along 0 "x" will take the same places in 3d space. a simple "merge points" operation with merge them, but in lightwave, if you select "merge points", it'll do that automatically for you. The UV map can drive people nuts though, because it'll only show 1/2 the figure, and they will be tempted to paint on the other side, but that texture information, will of course not be used. Course, that's assuming you are working on a figure.. if it's somthing mechanical, or inorganic, in many cases you really do want mirrored UVs. Plus I'm finding Poser's biggest resource hog isn't polygons, it's texture maps. If you are wanting to go "all out" you might be using a color map, a displacement map, a specular map, and a transmap, and if all those are 3000x3000 that's a LOT of memory being used. If you can cut that in half, and still retain the detail, that's a good thing.

Way too many people take way too many things way too seriously.


Jim Burton ( ) posted Mon, 13 June 2005 at 11:24 AM · edited Mon, 13 June 2005 at 11:26 AM

file_254857.jpg

I mirrored all Glamorous Jessi's body parts as I worked on her. It is about the only way to give her perfect mirrored symetry. On the centerline parts I cut off the right side (my right, her left) and mirred the other finished half over, then welded all the centerline vertices. Note if you do this to an existing mesh you will loose the vertex order, so existing morphs will not work correctly (unless this was done originally).

While she was yet to be welded I exported all her "left" parts and fipped the mapping horizontally in UV Mapper. This was especailly easy to do with GJ, as it looks like how Jessi was mapped, too, there is even a little gap between the two sides.

I didn't worry about loosing morphing on her body parts, as I'd lost that already. I did transfer some of the original morphs to her new mesh though, by a process that was too laborous to mention here. ;-)

Message edited on: 06/13/2005 11:26


Gareee ( ) posted Mon, 13 June 2005 at 2:15 PM

I usually do that a number of times during the modelling process, to retain symmetry. Having it just makes life MUCH easier.

Way too many people take way too many things way too seriously.


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