Forum: Poser - OFFICIAL


Subject: Antonia - Opinions?

odf opened this issue on Oct 27, 2008 · 13933 posts


meipe posted Fri, 17 August 2012 at 2:53 AM

Hi,

I wondered about Antonia if the different UV mappings could be handled in a single figure, that would be a lot more user-friendly.I was thinking of the alternateGeom command.

Each body part can include several alternateGeom statements (loading alternate obj), then a geomChan channel allowing to choose which geometry is to be loaded. Of course all the geomChan in each body part can be slaves of a single master in the BODY, and everything can be commanded with one dial.

So, in each body part:

.....

    creaseAngle 80
**    alternateGeom Head2**
**        {**
**        name HeadUV2**
**        objFile 1001 :Runtime:Geometries:Antonia:AntoniaHead2.obj**
**        }    **

**    alternateGeom Head3**
**        {**
**        name HeadUV3**
**        objFile 1001 :Runtime:Geometries:Antonia:AntoniaHead3.obj**
**        }   **
    channels
        {

.....

                    parmNode LwrLipUpLeft
                    parmNode LwrLipUpRight
                    }
                }
            }
**            geomChan UVchooser**
**            {**
**            uniqueInterpr**
**            name UV**
**            initValue 0**
**            hidden 0**
**            forceLimits 1**
**            min 0**
**            max 2**
**            trackingScale 1**
**            keys**
**                {**
**                static  0**
**                k  0  0**
**                }**
**            interpStyleLocked 1**
**            valueOpDeltaAdd**
**            Figure 1**
**            BODY:1**
**            BodyUV**
**            deltaAddDelta 1.000000**
**            }     **           
        targetGeom NWSToni
            {

..................

When geomChan=0 it loads the default geometry, when it's=1 it loads the first alternateGeom one, and so on.

That would mean to hack the aternate UV obj files and split them in single body parts.

What I don't know is if all JCM would apply correctly to these geometries; they could if the vertices order is respected, but I'm not sure.

The alternateGeom command could also be the foundation of a multi-resolution figure, calling subdivided mesh at the user's command, even in one single body part... For instance if you have to handle a hand squeezing a thigh, you will load only the hi-res thigh.

It would mean to have  JCM for each subdivision level, ERC slaves of the geomChan channels.

PBMCC would also have to be slaves of the geomChan channels: this means the figure knows if to load low-res morphs for low-res geometry or high-res morphs for hi-res geometry. It would be great if morph creators would be allowed to sculpt in multi-resolution (Zbrush, Blender,...), and save not one, but two levels of resolution... That would mean not much extra work for creators, but many new possibilities for users!

Of course this is theoric, the main issue to deal with is to handle correctly vertices order I think.