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130 comments found!
I've sent the test scene, but I've got an interesting new result.
Apparently the texture crosstalk is only occurring if I select the option to allow re-posing inside Vue when I import the Poser scene. I have been leaving that option selected the whole time and didn't think to try to disable it until now. I don't see anything in the SkinVue user guide indicating that this option should not be selected, so I'm assuming that this is not normal. But it's definite progress. If I uncheck the reposing option, the SkinVue modifier works just fine on both characters in the same scene. I've revalidated this with 4 separate scenes now with the same results each time.
allow re-posing = texture crosstalk
disallow re-posing = all's well
Thread: SkinVue texture oddity | Forum: Vue
Just to confirm it was not just the M4 and V4 figures, I tried the same test with M2 and V1, which again share material names. Same result. If the material names are the same, it seems that whichever figure is listed first in the materials display is the one who's textures get used for both figures after the swap.
I have the zip file generated and am looking for a place to put it. I'll send you a separate email when I have that.
Thread: SkinVue texture oddity | Forum: Vue
Quote - Must be something with the poser file you have. Can you create a zip file of the Poser scene by using the the Poser utitlity "Collect Scene Inventory" by selecting in Poser Scripts -->Utility-->Collect Scene Inventory. This will gather all of the objects and maps and put them in a single folder. Then, just zip the folder and stick the zip file on a server somewhere and e-mail the the link to me at dburdick@SkinVue.net. I will take a look at this - can;t get to it until Sunday since I'll be traveling.
Thanks. I'll see if I can come up with a place to put the file and send you the info once it's available.
Thread: SkinVue texture oddity | Forum: Vue
Quote - What do you mean by "for both Mike and Vicky"? In your step 3 above you indicated that the old Poser materials for Michael 4 were gone -- replaced by SkinVue materials. The only materials which should be highlighted in the WorldBrowser Material tab for Vicky should be only for Vicky. There should now only be one 2_SkinHead material for example.
That's just it. I seem to have a completely different list of materials for the two objects. When I click on Mike, there are 52 materials, with his renamed. But when I click on Vicky, the original list of 84 materials reappears, with the original material names for both Mike and Vicky. Vue's material list is definitely getting confused somewhere along the line.
Quote -
This is bizzare. I just ran exactly the same test with an M4 and V4 character combined in a single Poser file and it worked perfectly - M4 had all of its maps and V4 had all of its maps. What version of Vue are you using? I'm on Vue7 Infinite build 39290 with XP64. I'm wondering if there is something strange about your Poser file that could be causing some type of cross-talk.
I'm running Vue7 Complete 7.21-04 Build 39389 at the moment, on Vista 64. But as I'd noted originally, I got the exact same results in Vue6 Infinite as well. I've tried a couple of different scenes with M4 and V4 and it doesn't appear to be specific to this scene.
I do have a dual boot setup with the Windows 7 beta. I guess I could try installing Poser and Vue 7 there to see if it repeats in a different OS config.
Thread: SkinVue texture oddity | Forum: Vue
I've got a some more information on what is happening when I use a single scene file. I'm still not exactly sure "why" it's doing what it's doing, but here's the process I'm using. If it helps, this is also running on a 64-bit Windows Vista installation, with wxPython 2.8 installed. I get the same results whether or not I select the option to use the Poser materials on import.
1. Import the scene file, selecting "Group Figures as single meshes"
2. Rename each 'body' object as noted in prior post
If I look in the material editor, I start out with 84 materials, with separate materials for Mike and Vicky, but each figure has the same material names. For example: 2_SkinHead, 1_SkinFace, etc.
3. Select Mike, Load SkinVue, click Select and then Swap
At this point if I look in the material editor, if I click on Mike I now have 52 materials, with a Michael4_Body_E, Michael4_Limbs_E, etc with M4's maps, But now all the 2_SkinHead, 1_SkinFace, etc maps for Vicky are gone from Mike's materials list.
But if I click on Vicky, it displays 84 materials again (??), with all of the original 2_SkinHead, 1_SkinFace, etc, listed for both Mike and Vicky.
4. Select Vicky, load SkinVue, click Select and then Swap.
If I look in the material editor now, I still have 52 materials listed when I click on both Mike and Vicky.
If I select Mike, I have Mike_Body_E, etc, with Mike's maps.
If I select Vicky, I have Vicky_Body_E, etc ... with Mike's maps.
I can at this point go in and manually reload all of Vicky's maps if I must, but this is just strange.
As an additional test, I tried loading the scene again and then went back and renamed the materials for each object before applying SkinVue so that I had an M2SkinHead_1, V2SkinHead_1, etc. That appeared to do the trick, but is way too much effort to do on a regular basis.
Right now the best solution when loading two figures that share material names appears to be to load them in from separate poser scene files so they have their own imported materials list.
Thread: SkinVue texture oddity | Forum: Vue
Importing the two characters from separate scenes took care of the issue. Thank you.
It still seems strange to me that I had this issue with them in the same scene, though. I'm going to continue experimenting more with a single scene file to see if I can figure out what I am doing wrong. About the only thing I can think of that I haven't tried is the point where you say "select the 2nd character, fire up SkinVue...". I hadn't tried closing out of the SkinVue window after swapping the first character and then firing it up a 2nd time after selecting the 2nd character. What I did was:
Fire up SkinVue
Select Mike, click the select button, and then swap
Select Vicky, click the select button, and then swap
Close the SkinVue window.
With importing the characters from separate scenes, I did close down SkinVue in between. So perhaps that is the key?
Thread: SkinVue texture oddity | Forum: Vue
I had imported with the "Group Figures as single meshes" option and it automatically named the two characters and 3 clothing objects as "body". But I had changed the names for each figure specifically to Michael, Vicky, Shirt, Pants and Shortsbefore applying skinvue, with the results shown.
I'll try splitting them off into separate files and pull them up separately to see what happens. Thanks.
Thread: Question: Simpler way to copy groups between two models using same UV Map? | Forum: Poser - OFFICIAL
Quote - Try running the obj files through UV Mapper.
Yep. I got it sorted out. Thanks for the suggestions everyone.
Thread: Question: Simpler way to copy groups between two models using same UV Map? | Forum: Poser - OFFICIAL
Quote - I got confused when you mentioned Project Human, but now I see it was Makehuman things are a little clearer... If I've followed you correctly, then UVS files may be the way to do what you want. Open your grouped OBJ file in UVMapper, and export a UVS file - be sure to select the option to export group information. Then open one of the other OBJs, and import that UVS. Assuming the mesh structure is the same, it will transfer the grouping (and the UV mapping) from the first model to the second.
It may not matter much if you have things sorted out now, but could be worth a try the next time this comes up?
Oops, I didn't even notice I'd missed the 'Make' portion of Makehuman in that first post. Sorry about that.
I just attempted the UVS suggestion It's definitely what I was looking for. ... Edit: I originally was getting an "incompatible facet structure" when I tested this on my re-grouped Poser object, but if I go back to the base.obj that Project Makehuman supplies, it works like a charm.
Thank you!
Thread: Question: Simpler way to copy groups between two models using same UV Map? | Forum: Poser - OFFICIAL
Well, interestingly enough, I may have resolved the root of the issue by simply re-exporting the Makehuman models from within the same session. The morphs still differ in vertices from the original base pre-grouped object, but each single-object morph now has the same number of vertices as every other morph export file. Not sure how they got off like that in the first place, but now I just have to regroup one and then spawn the rest in as morph targets as I had planned from the start.
Thread: Question: Simpler way to copy groups between two models using same UV Map? | Forum: Poser - OFFICIAL
I hadn't thought of OBJ2CR2 specifically, but I had given AutoGroup Editor a go at one point, which works on similar methods I believe. It won't do the complete job, eyes, jaw, etc would be missed, but it would help with some of the larger areas (chest, hip, etc).
I was hoping there may be a way to auto create groups based on the colors of a texture template, but I'm not finding such an option anywyere.
Thread: Buyer Beware: Per CP, Poserfusion WILL NOT run in 64bit. | Forum: Poser - OFFICIAL
Keep in mind that you can install both the 32-bit and 64-bit versions of 3DS Max 9 and 2008 on a 64-bit OS. In fact, I think Max 2008 installs both by default unless you tell it otherwise. That's what I've got, and Poserfusion is working fine in the 32-bit version on the 64-bit OS.
This isn't any different than several other plugins. For example, the skin shaders for Vue work only in 32-bit, not 64-bit.
Thread: Usefull for poser users : Argile (new program) | Forum: Poser - OFFICIAL
Quote - "In addition, N-Sided will provide “QUIDAM for Poser” based on their QUIDAM character creation software. QUIDAM features the ability to import and export Poser character files, which will be bundled exclusively with Poser Pro, rounding out a complete solution set for professionals that brings Poser content and animations into their workflow."
SCOTTS VALLEY, Calif., – August 7, 2007 — e frontier, Inc.
This was a press release from the above date.
Do a google search for "PoserPro Quidam" and you will find this press release on multiple sites.
Well, having just installed Poser Pro, I can tell you that Quidam is not present. That said, e-frontier's website used to state that it would be, and it was still on Smith Micro's site until the last month or so.
Thread: Need updated answers on going XP or Vista...32 bit or 64 bit, Please | Forum: Poser - OFFICIAL
I've been using Poser 7 and Vue6 in Vista 64-bit for several months now. I've really only encountered 2 problems to date. The first issue I had was when I attempted to merge my Poser 6 and Poser 7 runtime directories into one structure, At that point, Poser wouldn't launch - fortunately I backed up both directories before that little experiment. (--- As an aside, I really need to find a good program to completely reorganize my Poser libraries, the darned thing has become painfully unmanageable and it can be difficult at times to find the figures and poses I want for a given scene any more.)
The second problem is that I can't run Virtual Fashion in Vista. Period. That isn't Vista's fault, it's something to do with the Nvidia driver versions 100+ (I have the same problem if I upgrade my video driver to the 100 series in XP as well). So I've kept a dual boot configuration on hand with XP 32-bit and older 97.xx series Nvidia drivers so that I can run that and any other applications I find to be incompatible.
Thread: WW2 conversion question | Forum: Poser - OFFICIAL
It definitely works much better with the new WW2 release. It appeared to work fairly well for me when I chose the "Loose Skirt" option for both the belt and skirt. Attached is a comparison picture.
On the left, V3 with the original FireDancer outfit
In the middle, V4.0 with the original WW conversion. No joint parameter adjustments. (the hair is from the new WW2 conversion, I didn't take the time to convert that under WW1).
On the right, V4.0 with the new WW2 conversion. No joint parameter adjustments.
Note that my conversion from the original WW had much the same problem. The only problem I seem to have with the new conversion is at the base of the skirt. And I think this could be taken care of with a bit of joint parameter tweaking.
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Thread: SkinVue texture oddity | Forum: Vue