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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 04 4:13 pm)



Subject: Antonia - Opinions?


model342 ( ) posted Sat, 17 October 2009 at 6:23 AM

@ ODF

I changed area of Antonia 114.obj points by means of C4D in the HIP2. Now the overlap of points should then away.

You can you yes times watching and integrate the OBJ in the Antonia.

I do with them here.

I have changed it with EditPadLite in a txt document.


model342 ( ) posted Sat, 17 October 2009 at 6:40 AM · edited Sat, 17 October 2009 at 6:41 AM
MikeJ ( ) posted Sat, 17 October 2009 at 9:51 AM · edited Sat, 17 October 2009 at 9:53 AM

Your texture is looking real good SaintFox!

OK, the latest version is now uploaded to the Dev Site in a text file called "AP_nUVs_10-17-09_ELfix.txt" on the Files To Work On page.
As usual, the text file just contains a link to the download.
The lashes and brows have been scaled up about 4 times the size of the last version. I figured I might as well do the brows while I was at it, since it seemed to make sense at the time.
I know nothing was said about enlarging the brows, so I hope it's okay that I went and enlarged them too.
The eyelashes and brows each now take up roughly half of a 0-1 UV square, meaning that if you use a 4K texture, that's 2K of texture space dedicated to each set. I would think that should be sufficient, but if it's preferred that something different be done, let me know. :-)

The zip file contains the LOW res AP 114, as well as a new 4K template for the new lashes and brows size/position. Nothing else has changed. I hope. ;-)

No CR2 or High res version yet, but of course the UVs won't change when that happens so it shouldn't stop anyone from working on textures while waiting for that.



SaintFox ( ) posted Sat, 17 October 2009 at 2:43 PM

Of course nothing could keep me from having a look into "The Thread" today as well. I'll pick up the new files and hope for the update of the high-res version as ell as that's the one I use for texturing at the moment. It's simply easier to work with so for the moment I will stay with it and do a test with the low res when I'm done with texturing.

I'm not always right, but my mistakes are more interesting!

And I am not strange, I am Limited Edition!

Are you ready for Antonia? Get her textures here:



The Home Of The Living Dolls


lesbentley ( ) posted Sat, 17 October 2009 at 2:58 PM

@ odf,

Quote - lesbentley: shame on you, you forgot to set "inkyParent" and "nonInkyParent" for the hands. :laugh:

Whoops! Very slack :blushing:. Sorry about that. Got back home on Wednesday after a few days away, and was keen to to get in with the body handles ideas. Grabbed an old cr2 and did not check it properly before posting.

Quote - Your handle dial didn't work for me either, at least not in P8. But I have my own version, since I wanted the handle geometry out of the base mesh, so I haven't looked into that much.

Can't understand why my handles stuff does not work for you. They are working fine for me in P6. Apart from the new handle for the BODY they use the geom from the "Antonia-114.obj", are you sure that you did not use a modified version of that obj with the handle geom removed?

The geometry switching and ERC involved are pretty basic stuff, so I should not expect a version change between P6 and P8 to cause a problem. I am mystified as to what the problem could be. I have fixed the "inkyParent" and "nonInkyParent" issue, and uploaded a new version, but don't know what to do about the handles, as they work fine for me. Perhaps some other kind sole could test the cr2 to see if the handles work for them.


model342 ( ) posted Sat, 17 October 2009 at 4:07 PM

@ lesbentley

Try it with Poser Pro. Because P8 comes a bit close. As both of SmithMicro were developed. The processing of data is different than at P6. Or P7 with SR3 and patch on version number 7.0.4.220. Because it has implanted parts of PoserPro in P7. P7 and Pro think something like P8. Although P8 boasts still the case a few flaws. I forgot they have out brought Yes SR1.


Faery_Light ( ) posted Sat, 17 October 2009 at 8:13 PM

file_441406.png

Finished the full body tex. Here is a front view, no vss yet.


Let me introduce you to my multiple personalities. :)
     BluEcho...Faery_Light...Faery_Souls.


Faery_Light ( ) posted Sat, 17 October 2009 at 8:14 PM

file_441407.png

Here's the back view...


Let me introduce you to my multiple personalities. :)
     BluEcho...Faery_Light...Faery_Souls.


Faery_Light ( ) posted Sat, 17 October 2009 at 8:15 PM

file_441408.png

Here is the front view with vss applied...


Let me introduce you to my multiple personalities. :)
     BluEcho...Faery_Light...Faery_Souls.


Faery_Light ( ) posted Sat, 17 October 2009 at 8:15 PM · edited Sat, 17 October 2009 at 8:17 PM

file_441409.png

And the back view with vss...

now on to the finishing touches, teeth, gums, and inner mouth.


Let me introduce you to my multiple personalities. :)
     BluEcho...Faery_Light...Faery_Souls.


odf ( ) posted Sat, 17 October 2009 at 10:16 PM

lesbentley: That's weird. Your handle setup works for me in P6, but not in P8. In P8 I don't see the handles no matter what the dial is set to. Not sure if that's supposed to be a bug or a feature. Definitely worth investigating further.

What I did in my version is use two alternate geometries for each handle actor. The first one is empty and the second one contains the actual handle mesh. Then I set the lower limits for the geometry channels to 1 and the upper limits to 2. That works for both P6 and P8. I thought the more straightforward way didn't work because the default geometry is empty, but since I first tried it in P8, it might actually be related to the problem I had with your version.

By the way, my setup for the body handle does not work correctly in DAZ Studio, which is a bit annoying. All the other handle switches are fine, so I guess the body actor is treated in a special way. Unless I find a way to set this up which works the same in at least P6 through P8 and D|S, it's probably better to get rid of the extra body handle or at least put it in a pose file instead of the base cr2.

-- I'm not mad at you, just Westphalian.


A_ ( ) posted Sun, 18 October 2009 at 3:16 AM

looking great, BluEcho!


lesbentley ( ) posted Sun, 18 October 2009 at 5:25 AM · edited Sun, 18 October 2009 at 5:25 AM

@ odf,

Quote - By the way, my set-up for the body handle does not work correctly in DAZ Studio, which is a bit annoying. All the other handle switches are fine, so I guess the body actor is treated in a special way. Unless I find a way to set this up which works the same in at least P6 through P8 and D|S, it's probably better to get rid of the extra body handle or at least put it in a pose file instead of the base cr2.

Check to make sure that the on/off switch for the BODY is set to "on", in the 114 cr2 it is set to "off". I guess you have already done that, because I don't think it would work in Poser otherwise, but Poser is always full of surprises.

I'm very miffed that my handle set-up will not work in P8, and not knowing why casts doubt on anything else I might do for P8, but as I don't have P8 myself there is no way I can investigate the problem.

@ MikeJ,

I would like to investigate the possibility of swapping between differently UV mapped geometries using pose files. Is the link in the "AP_AltUVs_10-05-09.txt" the latest version?


odf ( ) posted Sun, 18 October 2009 at 6:03 AM · edited Sun, 18 October 2009 at 6:04 AM

Quote - Check to make sure that the on/off switch for the BODY is set to "on", in the 114 cr2 it is set to "off". I guess you have already done that, because I don't think it would work in Poser otherwise, but Poser is always full of surprises.

Yes, it's on. It didn't work in Poser with the switch off.

I'll have a closer look at your setup and try to isolate the problem when I find time. I've never had any problems with ERC in P8, so I'm suspecting there's been some change in the way alternate geometries are handled.

-- I'm not mad at you, just Westphalian.


MikeJ ( ) posted Sun, 18 October 2009 at 6:49 AM · edited Sun, 18 October 2009 at 6:50 AM

Quote -
@ MikeJ,

I would like to investigate the possibility of swapping between differently UV mapped geometries using pose files. Is the link in the "AP_AltUVs_10-05-09.txt" the latest version?

No, I just added the latest (hopefully the last) version yesterday morning and posted the info here.
The latest link to the file is in "AP_nUVs_10-17-09_ELfix.txt" on the Files To Work On page.
That older one I think I deleted, as there have been two newer versions since.

But it's only an OBJ file for the Lo Res Antonia 114 - no hi res or CR2's until Olaf does his thing to it.



odf ( ) posted Sun, 18 October 2009 at 7:07 AM

Quote -
...until Olaf does his thing to it.

Check your site mail. 😉

-- I'm not mad at you, just Westphalian.


MikeJ ( ) posted Sun, 18 October 2009 at 7:09 AM

Well, actually I see now in my Site mail that Olaf has sent me a link to the latest OBJs and CR2s. Apparently this is Antonia 116.
Thank you!
I'll get that stuff packaged up for download and include all the latest UV templates with the file too, soon as I can.

One thing though. The CR2 is looking for something called "empty.obj" which is supposed to be in the Antonia Geometries folder, but is not there. The lo and hi res figures load just fine without that though. I think.



MikeJ ( ) posted Sun, 18 October 2009 at 7:09 AM

Quote - > Quote -

...until Olaf does his thing to it.

Check your site mail. 😉

Yeah, I guess we cross posted. Thanks!



odf ( ) posted Sun, 18 October 2009 at 7:28 AM

file_441420.txt

Grrr! Scatter-brained me forgot to include the extra geometry files for the handles. Here they are.

Yes, this is the latest version with all my recent changes. I figured there was no point holding them back.

-- I'm not mad at you, just Westphalian.


MikeJ ( ) posted Sun, 18 October 2009 at 7:46 AM

It's cool.
**it happens. ;-)

I've uploaded a text file containing the link to the full deal.
It's on the Dev Site, a text file called "AP_116_MJ_AltUVs_10-18-09.txt", on the Antonia Base Sets page.
This file also contains the missing OBJ files that Olaf linked to above, so there's no need to download them.

I have also deleted the previous file links, hopefully to avoid confusion.
This one should be it, this one should be good to go, now that all the UV issues have been addressed and dealt with.

@lesbentley
If you want to do what you want to do, the above file is the one to do it with. I have deleted the link to the one I mentioned a few posts up, now that the final version is in place.



MikeJ ( ) posted Sun, 18 October 2009 at 7:58 AM

And with all this, I forgot to mention... your texture looks good, BlueEcho. :-)



lesbentley ( ) posted Sun, 18 October 2009 at 9:20 AM · edited Sun, 18 October 2009 at 9:28 AM

@ MikeJ & odf,

Thanks for posting the new files mike.

Some of the material zone names ("usemtl" lines) have changed in the "Antonia-116-altUVs.obj". Is this intentional, is it desirable, is it necessary?

There seems to be a slight glitch because the material names in the cr2 no longer match those in the obj. Not hard to fix, but I'd like your thoughts on the ramifications.


MikeJ ( ) posted Sun, 18 October 2009 at 9:52 AM · edited Sun, 18 October 2009 at 9:54 AM

Les,
If you're referring to the "old" materials of "skinFace", "skinScalp", and "SkinBody", they have been replaced with "skin_HEAD", "skin_BODY", "skin_LEGS", and "skin_ARMS".

That was necessary because the seams changed. For example, skinScalp no longer exists, since the face and scalp are now one material, i.e., "skin_HEAD", and the new groups for the arms and legs used to be just part of the body UVs.
I capitalized the words ARMS, LEGS, HEAD, and BODY at first to make it more evident what had changed. And in later versions I just kept it that way.

I saw that the older materials are still in there, and I assumed they were left there for this geometry switching thing that y'all have been talking about trying.

Edited...



lesbentley ( ) posted Sun, 18 October 2009 at 11:22 AM

@ MikeJ,

OK, I'll make a pz2 to inject the new materials into the 116 cr2.


MikeJ ( ) posted Sun, 18 October 2009 at 11:36 AM

What do you mean, Les?
The new materials are already in the CR2s I got from Olaf and uploaded today.



lesbentley ( ) posted Sun, 18 October 2009 at 12:37 PM · edited Sun, 18 October 2009 at 12:50 PM

file_441436.jpg

@ MikeJ,

They are not in the  "Antonia-116-altUVs.cr2" I downloaded a few hours ago.


lesbentley ( ) posted Sun, 18 October 2009 at 1:26 PM · edited Sun, 18 October 2009 at 1:30 PM

file_441437.TXT

Attached is the text of a pz2 that will inject MikeJ's new materials into the "Antonia-116-altUVs.cr2" (or any other cr2). It also contains the old materials. Ambient is set to a light grey same as in 114, and specular to a very dark grey.


lesbentley ( ) posted Sun, 18 October 2009 at 2:11 PM · edited Sun, 18 October 2009 at 2:24 PM

Content Advisory! This message contains nudity

file_441438.jpg

I did a very quick test on the idea of injecting the old 114 geometry into the new 116 cr2 via a pz2 with 'objFileGeom' statements, so that textures using the old UV map can be used with the new cr2. Initial results look promising, though it still needs more testing. There seems to be a slight glitch with the secularity on the forehead above the brows, but this is probably some simple error on my part. I only injected the eyes, head, neck, chest, and collars for this test.

In the image above, on the left the old 114 geometry has been injected via 'objFileGeom' statements along with with the BlueEcho texture. On the right the 116 geometry has been restored by re-injecting the 'figureResFile' line and the 'geomHandlerGeom' statements.

To carry the testing a step further, it would really help to have a texture for MikeJ's new UVs, even if it is only a work in progress and only a partial texture. Does such a thing exist for download at the moment?

It seems that the old geom needs to be injected from  individual obj files for each actor. I am really dreading the idea of exporting and naming 30 finger joint obj files from Poser. Is there any way to automate the exporting and naming?

In case anyone is wondering, I have not succeeded in injecting new geometry via a 'figureResFile' in such a way that it will survive a save and reload. But I am not saying it can't be done, just that i have not achieved that yet.


NanetteTredoux ( ) posted Sun, 18 October 2009 at 2:14 PM

I have been watching this project for ages and I am such a fan. I took the liberty of asking PhilC if he would consider supporting Antonia fir OBJCR2 converter and Wardrobe Wizard and he said yes, once the geometry and jointing are finished, there is a good possibility. So when you guys are ready, I think you should let PhilC know. She looks great naked, but she would be more useful dressed!

Poser 11 Pro, Windows 10

Auxiliary Apps: Blender 2.79, Vue Complete 2016, Genetica 4 Pro, Gliftex 11 Pro, CorelDraw Suite X6, Comic Life 2, Project Dogwaffle Howler 8, Stitch Witch


lesbentley ( ) posted Sun, 18 October 2009 at 3:43 PM · edited Sun, 18 October 2009 at 3:44 PM

"Test UV Swap_01.zip" has been uploaded to the "Files to Work On" section of the developers site. This is just an initial test to demonstrate an idea.

For anyone interested in the UV swapping. I have uploaded a zip containing two pz2 files to swap between the old 114 and and default geometries in the "Antonia-116-altUVs.cr2". The files only swap the eyes, head, neck, chest, and collars. They do not affect any other actors. The files do not load any materials, they just swap geometry. At a quick test they seem to work OK in P6, they have not been tested in any other Poser versions. After applying the "TEST UV Old .pz2" you should be able to apply any MAT files that work on the 114 version cr2. The "TEST UV Default.pz2" should restore the default geometry.

Sorry, but there is no documentation or thumbnails in the zip. Any feedback on whether this does or does not work in your Poser version would be appreciated. Please give your specific version number, including any service release.


lesbentley ( ) posted Sun, 18 October 2009 at 3:55 PM

P.S.

I suspect that MikeJ's UVs will probably become the default standard, and that the old UV mapping will fade into obscurity. But geometry swapping via a pose file is still interesting from a technical standpoint, and perhaps a few people will still like to use the old mapping on the odd occasion.


MikeJ ( ) posted Sun, 18 October 2009 at 4:52 PM · edited Sun, 18 October 2009 at 4:53 PM

Content Advisory! This message contains nudity

file_441444.jpg

Just so I don't look like I uploaded a file with new materials that somehow didn't have the new materials, here's a Poser render of Antonia 116 I uploaded this morning with the new UV maps applied as textures, and a screen shot of the material list next to her.

However, in looking at the CR2 file in Edit Pad, I see that the materials are not actually in the CR2 file.
How is that possible that it would show up in the Material list, but not in the CR2  file?
Because it's in the OBJ file?

I never did actually look in the CR2 file until now, aside from seeing the materials in Poser, I just assumed that all was well since they showed up in the figure.



MikeJ ( ) posted Sun, 18 October 2009 at 5:01 PM

Dammit.

I just realized I forgot to include the head UV templates with the file and that caused me to notice that part of the lip is listed as part of the head material.
Not good.
I am deleting the file I uploaded earlier and replacing it with a new one as soon as I fix that.



MikeJ ( ) posted Sun, 18 October 2009 at 5:27 PM · edited Sun, 18 October 2009 at 5:28 PM

Okay, the file that was on the server - the Antonia 116 that Olaf made and sent me a link to, that I uploaded earlier today, is now fixed and includes the missing Head UV templates...

But more importantly, there were a few polygons that were supposed to be assigned to the lips material, but were still a part of the head material. That's been fixed in the one I just uploaded. Same file location on the Dev site, same link to the actual zip file, just the contents of the zip file were updated.

This one, however (like the earlier version), does not show the materials in the CR2 file in a text editor, although they show in Poser and are otherwise correct. No idea how that happened, maybe Olaf can shed some light on that later.
But again, it really doesn't seem to matter, insofar as whether the mats work on the new figure or not. shrug



MikeJ ( ) posted Sun, 18 October 2009 at 5:30 PM

Quote - P.S.

I suspect that MikeJ's UVs will probably become the default standard, and that the old UV mapping will fade into obscurity. But geometry swapping via a pose file is still interesting from a technical standpoint, and perhaps a few people will still like to use the old mapping on the odd occasion.

Well I hope so. :-)

But yes, you're right, it is interesting. It's a standard in most of the high end apps, so you can animate a really low res "stand-in" and apply that to the real figure later, but I really didn't know you could do it in Poser.



lesbentley ( ) posted Sun, 18 October 2009 at 6:40 PM

Quote - This one, however (like the earlier version), does not show the materials in the CR2 file in a text editor, although they show in Poser and are otherwise correct. No idea how that happened, maybe Olaf can shed some light on that later.

In my poser installation the "Antonia-116-altUVs.cr2" loads with a random colour for the torso, legs, and arms. The new materials do get loaded, Poser reads them from the obj file, but as they do not exist in the cr2 prior to loading, poser assigns them a random collour, at least that is how it works in P6. It's not a big deal, but it is something that should be fixed. As it stands, if you apply a MAT pose that contains all the materials and assigns colours to the materials then all will be well, but if you just apply a texture manually (as I did) you need to do the extra step of setting the colours for each material, which is a drag.


pitklad ( ) posted Sun, 18 October 2009 at 6:45 PM · edited Sun, 18 October 2009 at 6:47 PM

actually I think that the random color effect can be avoided
you just set the preview to white and this will be the color poser will use on the new materials instead of the random
not a solution but at least you can set the color you like 😉


My FreeStuff


MikeJ ( ) posted Sun, 18 October 2009 at 6:50 PM

Quote - > Quote - This one, however (like the earlier version), does not show the materials in the CR2 file in a text editor, although they show in Poser and are otherwise correct. No idea how that happened, maybe Olaf can shed some light on that later.

In my poser installation the "Antonia-116-altUVs.cr2" loads with a random colour for the torso, legs, and arms. The new materials do get loaded, Poser reads them from the obj file, but as they do not exist in the cr2 prior to loading, poser assigns them a random collour, at least that is how it works in P6. It's not a big deal, but it is something that should be fixed. As it stands, if you apply a MAT pose that contains all the materials and assigns colours to the materials then all will be well, but if you just apply a texture manually (as I did) you need to do the extra step of setting the colours for each material, which is a drag.

Ah OK, I see.
I also guess now that the reason it is why it is is that Olaf must have just changed the geometry reference in the CR2's he made, and so the CR2 file itself didn't get updated.
That's my guess, anyway. Nobody is ever going to confuse me with some kind of Poser technician. ;-)

Thanks for making those pose files to fix it, by the way!

I imagine the final version(s) of Antonia will have all this stuff ironed out. I'm just glad I haven't been making all these revisions publicly available. Limits the necessary damage control. ;-)



lesbentley ( ) posted Sun, 18 October 2009 at 7:23 PM · edited Sun, 18 October 2009 at 7:27 PM

@ pitklad,

Quote - actually I think that the random color effect can be avoided you just set the preview to white and this will be the color poser will use on the new materials instead of the random

Good tip. Thanks pitklad. 👍


odf ( ) posted Sun, 18 October 2009 at 8:30 PM

Hi all,

Sorry for the confusion! As MikeJ suspected, I only changed the names of the obj files in those cr2s and didn't bother with the included material settings. These files were only meant as a convenience for texture makers at this point.

pitklad: Great tip! I'll try that out.

lesbentley: That UV switching via pose file thing looks good. Great work! I think I might have a way to split the mesh automatically. It'll need a bit of some testing, though. I'll get back to you about that.

-- I'm not mad at you, just Westphalian.


lesbentley ( ) posted Sun, 18 October 2009 at 9:03 PM · edited Sun, 18 October 2009 at 9:05 PM

@ odf,

Bug report on the "Antonia-116-altUVs.cr2". Selecting a handle then using "Restore Element" causes the handle to disappear. This is unavoidable with the handle for the BODY, as the master dial is in the BODY, and thus restoring that actor must reset the dial to zero. However this should not be happening with the other handles.  After making an adjustment to the rBreast handle and deciding I don't like the result, I want to be able to restore it without it disappearing.

The problem seems to be with the 'initValue' and 'keys' value in the geomChan[s]. I think setting these values to "1" will cure the problem.

I would also recommend setting "static 1" in the "ShowHandles" channel. If I turn the handles off in frame 3 of an animation, I probably want them to remain off throughout the whole animation, not turn back on when I advance to the next frame. Setting "static 1" will achieve that.

Quote - I think I might have a way to split the mesh automatically.

I don't think the actual splitting would be a problem, Spawn Props in the Grouping Tool should be able to do that. The real problem is saving all the spawned obj files with appropriate  names.


odf ( ) posted Sun, 18 October 2009 at 9:12 PM · edited Sun, 18 October 2009 at 9:13 PM

lesbentley:

Quote - The problem seems to be with the 'initValue' and 'keys' value in the geomChan[s]. I think setting these values to "1" will cure the problem.

Edit: Okay, I'll try that.

Quote - I would also recommend setting "static 1" in the "ShowHandles" channel. If I turn the handles off in frame 3 of an animation, I probably want them to remain off throughout the whole animation, not turn back on when I advance to the next frame. Setting "static 1" will achieve that.

Sounds good. Thanks!

Quote - I don't think the actual splitting would be a problem, Spawn Props in the Grouping Tool should be able to do that. The real problem is saving all the spawned obj files with appropriate  names.

Yes, that's what I meant.

-- I'm not mad at you, just Westphalian.


odf ( ) posted Sun, 18 October 2009 at 11:54 PM

lesbentley: Looks like my splitting script is working. It produces one file for each group in the source mesh, with the file name identical to the name of the group (which is the internal actor name in Poser). The version I had did not preserve the vertex orders and thus didn't work correctly with morphs, so I had to fix that first.

Which of Antonia's obj files do you want me to split for you? Just give me the file names.

-- I'm not mad at you, just Westphalian.


odf ( ) posted Mon, 19 October 2009 at 6:41 AM

JOELGLAINE: Haven't heard from you in a while. I hope you're alright.

I just checked the face morphs you made. It turns out the "head bobbing" problem that someone noticed with them is in the deltas and does not depend on which version Antonia I apply them to. As far as I can see, yours are the only morphs were that happens. It looks like the base mesh they were made from was not correct, maybe not exported with "export as morph target" checked. It's not just something simple like a shift either. It seems that it's probably easier to redo them - which I was planning anyway, after a fashion - than to try and save them. Sorry about that!

Everyone else, including myself: let that be a lesson to us. Better test every morph with extra high values to see if anything moves around that shouldn't.

-- I'm not mad at you, just Westphalian.


lesbentley ( ) posted Mon, 19 October 2009 at 7:00 AM

@odf,

Quote - lesbentley: Looks like my splitting script is working.

Great news, that saves me a ton of work :biggrin:. The exact names of the obj files do not matter, so long as one can tell what actor they belong to.

Quote - Which of Antonia's obj files do you want me to split for you? Just give me the file names.

The most up to date objs that have the old mapping, which I assume will be "Antonia-114.obj" and "Antonia-114-lo.obj". I'll do versions for the High and Low figures.

I think it will be best If I create two sub-folders under the Antonia Geometries folder for the high and low objs. Probably named "114_Hi" and "114_Low", unless you have some other preference that you would like me to use. For the geom injection pz2 files I was thinking of naming them "114_Hi_Geom.pz2", "116_Hi_Geom.pz2", "114_Lo_Geom.pz2", "116_Lo_Geom.pz2", unless you have another suggestion. It's hard to think of fully descriptive names that are short enough to display in the Poser interface.

There is no need to split the new 116 objs, as the default geometry can be restored by re-injecting the whole original declaration section. There may be a point in setting up the 116 cr2 so that it loads from individual obj files, as that would make it easier if at some future point there is a "117" geom but it was still desirable to swap in the 116 geom. However I think that may be a bit premature at this stage, and that we should make sure that swapping in the 114 geom is thoroughly tested and working without any bugs, before proceeding in that direction.

As soon as I get the objs, I'll start work on the injection files.


odf ( ) posted Mon, 19 October 2009 at 7:15 AM

lesbentley: Actually, my proper version 116 still has the old mapping. The files that MikeJ put up are an alternate branch, so to speak. I think it makes sense to keep it that way, since there may still be slight changes in the geometry in the future that would apply to all 4 versions of the mesh: lo and hi with both the old and the new mapping.

So my naming scheme now is this: Antonia-xxx.obj and Antonia-xxx-lo.obj for the old mapping, Antonia-xxx-altUVs.obj and Antonia-xxx-lo-altUVs.obj for the new mapping, where xxx is the "global" version number.

Once we have textures that use the new mapping, I'll drop the "-altUVs" for those files and maybe add an "A" or something like that to the ones with the old mapping. Or we could just call my mapping "A" and Mike's "B" and keep it that way, just making B the default at some point.

-- I'm not mad at you, just Westphalian.


lesbentley ( ) posted Mon, 19 October 2009 at 7:52 AM

odf: The first injection file will represent the most work. Once I have made the first file it will probably be quite quick and simple to produce files to swap different sets of obj, just by using the Search & Replace function in a text editor. So if you want I can do versions for the standard 116 geom (if that is different from the 114), plus versions for the 116_MJ geom. Just tell me what you would like and send me the appropriate obj files, or post them to the developers site.


odf ( ) posted Mon, 19 October 2009 at 8:11 AM · edited Mon, 19 October 2009 at 8:12 AM

lesbentley: I've put the parts for Antonia 116 with the old mapping (Version "A") up here: http://www.renderosity.com/mod/rrfilelock/download.php?fileid=39006&key=8529

The difference between 114 and 116 is just that 116 no longer has the handle geometries in the base mesh.

By the way, if your swapping scheme works the same way for every actor, I should be able to create a complete pz2 automatically via a script. Just give me one that swaps the geometries for one actor, and I'll do the rest. Or, you could do your testing with all parts swap-enabled except
for the fingers, and I'd copy the necessary setup over to the fingers once it all works.

-- I'm not mad at you, just Westphalian.


lesbentley ( ) posted Mon, 19 October 2009 at 10:19 AM

file_441482.TXT

OK, I have done the versions for injecting the 116A-Hi and 116A-lo geometries. Constructing the files was much easier than I expected, due in large part to the obj files matching the group names. Thanks again for that. The only glitches so far were due to my inevitable typographical errors.

Only done the most cursory testing so far. Made sure that the mesh did not break up, the welding stayed intact, that the BlueEcho texture loaded, that the JCM seems to work, and that it will survive a save and reload to pz3.

odf: can you send me split up version of the "Antonia-116-altUVs.obj" and "Antonia-116-lo-altUVs.obj", and I'll do the same for those.

Then I will get down to some serious testing.

In the meantime, in case anyone wants to try out the geom swap for themselves, I have attached above the text of the "116A-Hi-Geom.pz2". This file can be used on the "Antonia-116-altUVs" figure to revert to the standard 116 geometry/UVs. The file can be placed in any pose folder, loose the ".TXT" part of the file extension. You will also need to install odf's obj files from this link:

http://www.renderosity.com/mod/rrfilelock/download.php?fileid=39006&key=8529


lesbentley ( ) posted Mon, 19 October 2009 at 10:45 AM · edited Mon, 19 October 2009 at 10:48 AM

file_441483.TXT

Attached above is the equivalent file to that in my last post, but for the low res figure. **You should  *not*  try to inject the low res geom into the high res figure or vice versa**. It seem that the  winding order needs to be an exact match for the swapping to work.


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