odf opened this issue on Oct 27, 2008 · 13933 posts
odf posted Mon, 31 August 2009 at 11:07 PM
There are several potential ways for dealing with multiple UVs.
One is to simply use a different cr2 for each mapping. That's not hard to do, since only the two lines that specify the obj file to use need to be altered. It would be easy to provide a script for that, too. Say you've pre-loaded all your favorite morphs into your figure and saved that out into a new cr2. But then you decide you want to use a different texture that uses a different mapping. No problem: just run a little script and you'll have yet another cr2 with all those morphs still in but using the new mapping. But as Laurie said, things might get a bit confusing.
Another way is geometry switching. To the pose file that loads the new texture, add a statement for each actor that will load the geometry with the correct mapping. Again, those statements can be generated automatically by a script, so it's not too hard to make such a pose file. I think it would be necessary to have a separate obj file for each body part for the switching code to work, but I'm not sure. I'll ask in the technical group.
The third option would be to convert the textures. There's a simple trick for doing that in Poser: I create a prop with the old UV coordinates as UV coordinates (do'h) and the new UV coordinates as x,y positions. Then I render that using the front camera at zoom factor 1 with the texture as the ambient color (and no diffuse or specular). The nice thing about that is that once I've made the prop, anyone can use it to convert all the textures they have.
I'm going to try that system on the existing textures once MikeJ's new mapping is done, and see what the quality is like. There would be a little bit of loss in the details, but I think it shouldn't be too bad. Seams might be slightly problematic, but we'll see.
-- I'm not mad at you, just Westphalian.