Mon, Jan 20, 3:57 PM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 20 11:41 am)



Subject: M4 with K4 Mapping?


Zaarin ( ) posted Mon, 24 March 2014 at 6:55 PM · edited Mon, 20 January 2025 at 3:55 PM

Thanks to M4 Enhanced I have M4 with V4 mapping. Due to Col's M4K4Mixer, I'd really like to have M4 with K4's mapping. Does anyone know if this is possible?


willyb53 ( ) posted Mon, 24 March 2014 at 7:00 PM

You should be able to do that with uvmapper

Bill

People that know everything by definition can not learn anything


R_Hatch ( ) posted Tue, 25 March 2014 at 12:27 AM · edited Tue, 25 March 2014 at 12:28 AM

Why would you need UVMapper for this?

(1) Load the K4 base mesh (from runtime/geometries)

(2) Load M4 as a morph target - set the morph dial to 1.0

(3) Save new OBJ as blMilMan_K4UV.obj or somesuch

(4) Create a copy of your chosen M4 CR2 file

(5) Edit the copy to point to the new K4UV OBJ instead of the original M4 OBJ

Done :)


Zaarin ( ) posted Tue, 25 March 2014 at 12:22 PM

Thank you, I'll give that a shot. :D


WandW ( ) posted Tue, 25 March 2014 at 1:44 PM · edited Tue, 25 March 2014 at 1:45 PM

file_503088.jpg

> Quote - *Why would you need UVMapper for this?* > > *(1) Load the K4 base mesh (from runtime/geometries)* > > *(2) Load M4 as a morph target - set the morph dial to 1.0* > > *(3) Save new OBJ as blMilMan_K4UV.obj or somesuch* > > *(4) Create a copy of your chosen M4 CR2 file* > > *(5) Edit the copy to point to the new K4UV OBJ instead of the original M4 OBJ* > > *Done :)*

The problem is that the K4 mesh is actually smaller than M4's, so you will end up with a figure that bends like this; this is why the ColorCurvature script rerigs the figure with animated joint centers.

 

To do it with UVMapper, load the K4 mesh and Export UVs.  Load the M4 mesh and Import the UVs you just saved.  Save under a new name, make a copy of the M4 cr2 and point it to the remapped .obj. 

----------------------------------------------------------------------------------------

The Wisdom of bagginsbill:

"Oh - the manual says that? I have never read the manual - this must be why."
“I could buy better software, but then I'd have to be an artist and what's the point of that?"
"The [R'osity Forum Search] 'Default' label should actually say 'Don't Find What I'm Looking For'".
bagginsbill's Free Stuff... https://web.archive.org/web/20201010171535/https://sites.google.com/site/bagginsbill/Home


Zaarin ( ) posted Tue, 25 March 2014 at 2:15 PM

Thanks for the headsup; I'll try doing it that way then.


R_Hatch ( ) posted Wed, 26 March 2014 at 12:25 AM

Quote - The problem is that the K4 mesh is actually smaller than M4's, so you will end up with a figure that bends like this; this is why the ColorCurvature script rerigs the figure with animated joint centers. To do it with UVMapper, load the K4 mesh and Export UVs.  Load the M4 mesh and Import the UVs you just saved.  Save under a new name, make a copy of the M4 cr2 and point it to the remapped .obj.

Just to verify that my instructions worked, I just followed them myself, and it worked exactly as I expected it to (I have a figure that is the same size and shape as M4, bends exactly like M4, but uses K4 textures). Did you by any chance use a copy of the K4 CR2? Otherwise, what exactly did you do to get the result in your image?


WandW ( ) posted Wed, 26 March 2014 at 6:17 AM

Quote - ...Did you by any chance use a copy of the K4 CR2? Otherwise, what exactly did you do to get the result in your image?

GAH!  I sure did... :ohmy: I stand corrected.  😊

UVMapper is still much faster...

----------------------------------------------------------------------------------------

The Wisdom of bagginsbill:

"Oh - the manual says that? I have never read the manual - this must be why."
“I could buy better software, but then I'd have to be an artist and what's the point of that?"
"The [R'osity Forum Search] 'Default' label should actually say 'Don't Find What I'm Looking For'".
bagginsbill's Free Stuff... https://web.archive.org/web/20201010171535/https://sites.google.com/site/bagginsbill/Home


colorcurvature ( ) posted Wed, 26 March 2014 at 4:33 PM · edited Wed, 26 March 2014 at 4:36 PM

Hi, you can do that with a text editor.

Make a copy of K4 .obj and replace the vertex positions with the vertex positions of M4 .obj

these lines begin with a 

v

e.g. v 0.1 0 0.2

then make a copy of m4.cr2 and link it with the new .obj you just created.

or use k4mix.cr2 and link a copy to the new .cr2, so you do not have to do the initialization again.


Zaarin ( ) posted Wed, 26 March 2014 at 5:25 PM

Quote - Hi, you can do that with a text editor.

Make a copy of K4 .obj and replace the vertex positions with the vertex positions of M4 .obj

these lines begin with a 

v

e.g. v 0.1 0 0.2

then make a copy of m4.cr2 and link it with the new .obj you just created.

or use k4mix.cr2 and link a copy to the new .cr2, so you do not have to do the initialization again.

Ah, that sounds the easiest of all! Thanks. :)  


WandW ( ) posted Thu, 27 March 2014 at 7:59 AM

Thanx for that, Hannes!  😄

----------------------------------------------------------------------------------------

The Wisdom of bagginsbill:

"Oh - the manual says that? I have never read the manual - this must be why."
“I could buy better software, but then I'd have to be an artist and what's the point of that?"
"The [R'osity Forum Search] 'Default' label should actually say 'Don't Find What I'm Looking For'".
bagginsbill's Free Stuff... https://web.archive.org/web/20201010171535/https://sites.google.com/site/bagginsbill/Home


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.