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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 11 2:52 am)



Subject: Trouble with remmaped head!!!


pitklad ( ) posted Wed, 07 December 2005 at 5:53 PM · edited Tue, 03 December 2024 at 6:23 PM

Hello! I'm having problem with a Dork head I've remmaped Although all morphs work just fine I can't move the UVS to the original Dork! Always incompatable facet structure!!! It drives me crazy! All this work for nothing!!! I'm using uv mapper 2 :^(


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SamTherapy ( ) posted Wed, 07 December 2005 at 6:56 PM

A wild stab in the dark here but have you tried checking genitals on or off? Someone had a problem using Judy in WW the other day and it turned out that the genital switch was causing the problem.

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7/8'sIrish ( ) posted Thu, 08 December 2005 at 3:34 AM

Try saving the UVS with out groups enabled, or maybe even materials enabled, I have over come this problem before I think


EnglishBob ( ) posted Thu, 08 December 2005 at 4:20 AM

A few random thoughts, offered in the hope they may be helpful: First of all, check that the vertex and facet count is identical between the two meshes - use UVMapper's Statistics to see if there are differences. If the counts are the same: Does UVM 2 have the "vertices > reorder" tool? It doesn't always work. There are two Dork heads out "in the wild" - the business man has a different vertex order to the others, I think it is. I don't know if that's relevant...


pitklad ( ) posted Thu, 08 December 2005 at 2:27 PM

Both heads are original Dork heads,I just remmaped it and want to put it back on Dorks body and make a UVS file to share it! The statistics are different but the new head takes all old morphs without problem so it can't be damaged... I'll try the reorder tool,what exactly that does? :^S


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EnglishBob ( ) posted Thu, 08 December 2005 at 3:18 PM

The reorder tool does what its name suggests - you give it the name of an OBJ mesh (other than the one you have open in UVMapper) and it tries to reorder your mesh so that it can be a successful morph for the second mesh. However, since your morphs apply correctly, it can't be vertex order and it certainly isn't the wrong number of vertices. Maybe it's a problem with UVM 2? I can try your UVS through 3.2 if you want.


pitklad ( ) posted Thu, 08 December 2005 at 4:47 PM

file_310540.jpg

Those are the two objects statistics If I use the vertices>weld in both obj there is still a difference of 2 Plus I think that morphs don't work if vertices number is difference...

:^(


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EnglishBob ( ) posted Fri, 09 December 2005 at 3:53 AM

You have the same number of facets and textures, yet a different number of vertices. If some vertices have been moved somehow, that would make them not weld when they should. If morphs work, and yet there are a different number of vertices, it can only be a welding problem. In other words, there are now two vertices very close together where before there was only one. Morph targets treat the vertices on the boundaries of groups as belonging to the group that's being morphed. In other words, in a welded mesh, some vertices are used twice because they belong to two groups. If those boundary vertices become unwelded, the morph will still work because the group will have the same numebr of vertices; however, the entire model will not. However, UVS work differently, so that might explain why morphs work but UVS don't. I hope that makes sense. If you can weld the mesh with a tolerance applied, rather than with UVMapper (which requires exact equivalence), you should end up with 17605 vertices in your new mesh again. They tell me that Poser's grouping tool can do that, but I've never tried it myself.


pitklad ( ) posted Fri, 09 December 2005 at 6:55 AM

I completely making sence!
Thanks for making this clear!

I imported the obj in poser with checked the> Weld identical vertices and now it is 17174
Original Dorks obj has 17176 when I make weld Vertices but then morphs don't work also!!!

Is there any other program that could remapp an obj from another without beeing sensitive on the vertices number?

I've remmaped this obj by hand point by point!
If there is there isn't any way I have just wasted my time...


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EnglishBob ( ) posted Fri, 09 December 2005 at 7:57 AM

Okay, it sounds as though the original Dork isn't completely welded (if you weld him you remove vertices). Thinking about it, this could be something to do with the geometry switching used on his hip. I've often wished for a UV map copying utility that would cope with dissimilar meshes, but I don't know of anything. Is it just the head that you remapped? If so, I have an idea of what to do. Let me know and I'll try to come up with something.


pitklad ( ) posted Fri, 09 December 2005 at 8:09 AM

I've remmaped all the body but the head had the most work
I tried just remmaping the head but there is still a difference on the vertices...
Tell me your idea!

:^)


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EnglishBob ( ) posted Fri, 09 December 2005 at 8:36 AM

I was hoping that the head wouldn't have been affected by the welding, and that you could make a new remap by combining the remapped head with an original body. Doesn't sound as if that will fly, though. :( Sorry to get your hopes up. There's still a distant posibility that UVMapper 3.2 will be more tolerant of vertex mismatch. If you want to send me the remapped mesh, I'll try it with pleasure.


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