BillyGoat opened this issue on Jun 25, 2003 ยท 7 posts
BillyGoat posted Wed, 25 June 2003 at 6:15 PM
I do, and I love them.
But how in the hell do you group them? All the wireframe modes (in Poser 4) are so 'busy', and it's hard to delete the polys behind the attached objects, as it's all 1 object with many parts.
And I can't make heads or tails out of the UV map it generates... Is there any other way to define the various groups for texturing?
I just purchased the 'Fountain Wall' and it's giving me fits!!
I'd even pay someone to group it for me (gawd is that lame or what?).
Come on, help a retard out, LOL!
BillyGoat (who's spent hours grouping with lousy results)
ricewind posted Wed, 25 June 2003 at 7:47 PM
There are some free 3d software out on the net that is capable of mesh editing. Milkshake, I think, and some others; do a search. One of these will allow you to select and detach the items you want. If nothing else, select what you want, delete the rest, then save the remaining object on its own. Repeat as many times as it takes - you'll just have a lot of props. I have the fountain and so far the mesh seperates easily with very little selection editing.
Spit posted Wed, 25 June 2003 at 7:50 PM
You can use Poser's own grouping tool to define the material zones. I have one of his but only use it in Bryce. I love it and want more. Someday.
BillyGoat posted Wed, 25 June 2003 at 10:38 PM
Thanks for the help. ricewind, what program did you use to separate the items? I looked at both the lwo and the obj and the lwo has the 'parts' named, although it's still one mesh w/the same material... And Spit, I've worked in Poser all day making groups and assigning materials. No matter what angle I looked at it in there were polys I didn't want to include, and could not de-select them with the ctrl click. Don't know why. I had Dr. Geeps Grouping Tool primer open so I could make sure I was right. Go take a look at it in the marketplace so you can see what i'm working with. There are about 9 different material zones undefined, and hard to capture through the grouping tool. It's many props all included under 1 obj/lwo mesh. I really want to use this. I'm this close to buying a second copy for someone who will take it apart and/or group it so that it can take texures. In Poser, Vue, etc. Thanks again, BillyGoat
Spit posted Wed, 25 June 2003 at 10:49 PM
Yeah, the grouping tool leaves a bit to be desired in the ease of use department. I used it recently on a one piece figure where I needed to separate out part of it. Took me nearly all day before I had it right. :)
noggin posted Thu, 26 June 2003 at 1:54 AM
Have you tried UVMapper_ select by material zones_ then hide those elements. The un-named elements you can then work with. Using the select polygons mode you can then preview that you are getting the right elements with the 3d display (tab) I've had my eye on some of those cool ozzfest models_so I may jump and see if I can help. Nigel
noggin posted Thu, 26 June 2003 at 2:39 AM
Attached Link: http://uvmapper.com/
Right, Billygoat_ just got the fountain_ great model! (but quite a lot of work if you want to use anything but procedural textures). Firstly the model has no UV material co-ordinates (at least the obj version_ I don't have lightwave so can't test)and secondly there are no material zones! I've only given the model a quick look but I'd probably go down the UVMapper route. (I did take it in to Rhino_ its easy with that to just explode the single obj mesh in to its constituent groups_columns/base/bowl etc) however its pretty easy to do in UVMapper (I'm using the Pro version but I expect the free 'classic' version will do the same_ if you haven't got it, do, its indispensible and you'll hardly ever use the Poser grouping tool!)The Pro version is worth every cent and I believe a new version with lots of added functionality is in the pipeline. In UVM you can select a small group of polys and then R_click over the ones you have selected and click on 'select geometries'. UVM will then select all the polys in that group_ you can then name/assign material names and create the most appropriate type of UV map for that and each and every object within the whole. Bear in mind that you can easily deselect polys within the group if the mapping mode doesn't suit. For example, the base and back are all one group and a map that allows the back to be 'flat' will have the base 'edge-on'_not good for texturing. Here is perhaps not the place for a detailed tutorial_ but those are the general principals. Have a look at the UVMapping tutorials over at rDNA and the ones on Steve Cox's UVMapper site. Here's a link to the site where you can pick up the free (classic) version.