XFX3d opened this issue on Feb 07, 2006 ยท 151 posts
Eternl_Knight posted Tue, 07 February 2006 at 10:43 PM
I think you misunderstood what I was talking about, XFX (Dodger, whoever). If you want the clothes to fit the figure IN POSER - you need to use the mesh at somepoint to match "orientation". Unlike real clothes, 3D meshes are not easily folded up, stretched over one's head, etc. To make that nice jumper fit onto V3 - you need to not only get the size about right, but the orientation of her arms, the amount her breasts poke out, etc. The only way around this is by making the clothing dynamic and having the user pose the figure to fit the clothing before starting the simulation (which sorta works, but is incredibly limited). As for Sixus1 Media: DAZ were not up in arms because Lilin 2 could use V3 textures. Hell, if I recall correctly - she didn't. Their problem was that she had similar proportions and the same joint parameters. Casting aside the question of copyrightable joint parameters, the EULA states that they do not allow any similar figures to be created using V3 as a base. Having installed V3, Sixus1 Media had agreed to this (click-thru EULA's... gotta love'em) and hence DAZ had a handle, which they promptly used. As for the UV Mapping idea: I've already worked on two applications that can do this (one stand-alone, the other a plugin in a host application). The problem with copying UV's from one mesh to another is that it still requires the original mesh as a base to work from. If the base mesh is a DAZ one - the user has agreed to the EULA. And they then can stop it from being released. One has to remember the problem is not "copyright" (where "fair use", required compatibility, etc come in), but the EULA. Like it or not, it gives DAZ the right to can anything that has come into contact with their figures in some way. Hell, if you created the jumper by yourself, with completely new JP's, etc but made tweaks after having TESTED it on a DAZ figure - you have just created a derivative that they have veto rights on. They may not choose to exercise these rights (and for most clothing, most likely won't) but the right still exists. The idea of using a texture as a basis for uv-mapping is not a new one, but outside the Poser market is usually discarded due to cost/benefit being out of whack. Any skilled uv-mapper can use a texture or seam-map to align the uv's in the correct spots. With the tools available now in stand-alone & integrated UV Mappers, it is also not that terribly hard (time-consuming, very. Hard, not really). However - outside the Poser market, most artists create their own textures for the models. The uv map tends to be laid out the way it is for a reason and copying another one is quite likely more time-consuming than it would be to paint a new one. Comes from the general tendancy in studios I have worked in to "recreate" models & textures as needed (sure they use a common base mesh, but you'd be surprised at how often they create a new figure only slightly different from the last one!). --EK