colorcurvature opened this issue on Sep 24, 2010 ยท 57 posts
kawecki posted Mon, 27 September 2010 at 11:54 AM
I cannot say that is in a beta stage because tonight will be full working and stable, but is not complete and nothing user friendly.
I can explain what I am doing:
For some time I was wanting to increase the number of polygons of some areas of some body parts and was thinking and thinking and thinking how to do it because a lot of problems must be solved.
The problem is not the subdiivion, the problem is that subdivision will change the number of vertices and the vertices order destroying all the existent morphs of the figure.
After a lot of thinking I decided to do something simple and only subdivide one body part, this body part will have the morphs destroyed, but the other body part morphs must be preserved, so I cannot change the position of the common vertices in the whole obj.
What I did was:
1- Import from the geometry folder the full vicky4 geometry with all import options not set to preserve the vertices order.
2- With the group editor extracted the chest.
3- As I didn't want to subdivide all the chest and cannot subdivide at the body part boundaries, it would destroy the abdomen and other body parts morphs, with the group editor I created two groups, one with the parat that I wanted to subdivide and the other part included the faces that are at the border. I didn't want to subdivide the nipples, it already has enough polygons, so I added it to the second group.
4- I spawned ths two parts of the chest.
5- The part that wanted to subdivide I exported as obj.
6- I subdivided this part with MeshLab.
7- Imported the subdivided part and exported again both parts (the subdivided and the surrounding)
8- With other app I welded the common vertices and joined one by one the new not connected vertices.
9- Now I have a subdived chest body part.
10- I experimented to use this new chest with "replace body part with a prop", it worked but the mesh was not so continuous at the boder with the abdomen with morphs applied.
11- So I have to create a new whole welded figure geometry, for this
12- With a text editor I deleted all the faces belonging to the chest, only the chest faces without touching any vertices belonging to the chest.
13- Imported this new geometry and then imported the subdivided chest, the order of importing is very important, if I import first the chest and then the figure the result will not work.
14- Exported the new figure and the chest.
15- With other app I welded I welded the mesh. The vertices of the chest that already exist in the mofified figure are kept where they are and the new vertices were added at the end of the vertices list.
16- This new geometry preserve the vertices order of the original figure, so all the morphs with exception the chest will continue to work.
17- Created a cr2 file pointing to the new geometry with all the chest morphs deleted.
18- The new cr2 worked fine without problems, but I had no chest morphs at all. I started to create new chest morphs with magnets, but it was a pity that all the morphs that I had are lost, start to to all from zero!
19- I broke my head to find a way to convert the existent chest morphs to a new morphs for a chest with different number of vertices (bigger).
20- In the end I find how to do it and this was the next step.
A little later I shall come back again with the second part on how convert the morphs.
Stupidity also evolves!