_dodger opened this issue on Aug 19, 2003 ยท 20 posts
_dodger posted Tue, 19 August 2003 at 4:26 PM
DraX posted Tue, 19 August 2003 at 6:44 PM
looking good. When DAZ sends us the morphs do you plan on incorporating some of Mike 3's facial poses as well?
_dodger posted Tue, 19 August 2003 at 6:55 PM
It's already the 20th -- I probably should really just finish the obi, textures on the katanas and wakizashis (I'm incuding both 'normal' and shirasaya varieties), and wrap the whole thing up. Heck, I don't even have Mike's UVs.
DraX posted Tue, 19 August 2003 at 6:57 PM
Mike 3 uses V3's UVs
_dodger posted Tue, 19 August 2003 at 7:48 PM
That big long stupid thread int he Poser forum, Catherina has the UVMapped version and showed some slight differences (like the eyelid area leaves a gap and such)
_dodger posted Tue, 19 August 2003 at 7:49 PM
Besides which, the objects don't have the same number of vertices, so that can't properly work. I know they will be able to use almost the same map but that's a slightly different story.
DCArt posted Tue, 19 August 2003 at 7:58 PM
Heck, I don't even have Mike's UVs. If Mike wasn't UV mapped he wouldn't be able to take V3 textures either 8-) - the map data is there.
DraX posted Tue, 19 August 2003 at 8:07 PM
dodger, the minor differences are in the way it appears when mapped onto Mike3, not in the UV coordinates themselves, AFAIK. I am using V3's UV's just fine on my end (just make sure you don't export the groups when extracting the UVs from V3 in UVMapper.)
Ghostofmacbeth posted Tue, 19 August 2003 at 8:18 PM
The UVs are slightly different. I did a comparision and the maps work in general but they aren't the same.
_dodger posted Tue, 19 August 2003 at 9:18 PM
If Mike wasn't UV mapped he wouldn't be able to take V3 textures either 8-) - the map data is there. Not in mine. I got mine early. No installer, no UVs, no morphs except the JCMs, that's all. I only have UVMapper Classic*, so I get no options on import -- it does groups and materials and all, though if I can import them I could conceivably do it in Max's Unwrap UVWs modifier. * I have the demo of Pro, but it didn't do anything I can't already do in Max, so I didn't get it -- I occassionally use it to preview a mesh, so if 've posted a screenshopt from it and you're confused (I think I have) that's why. - - - - - -
On another note... Allow me to say 'Grr' at Poser. If you import by group from multiple figureResFiles to a single figure, it works fine, but when you save it it leaves out the other (different) figureResFile line (for more on this see my tut on loading a few months back in the Poser Tech forum). That means I have to stick both tabi in one OBJ because I don't want to make seperate tabi CR2s -- I HATE seperate CR2s for shoes (gloves I can see, somehow that's different). Back to Max. Grr. Luckly I have my scripts so I can do it without splitting along the groups.
_dodger posted Tue, 19 August 2003 at 9:26 PM
Oops, I might get in trouble. I spoke of a Poser Tecnhnical subject in the Product Showcase forum. There's a seperate forum for that, after all. Hey, DraX, during those skirmishes (the war is not over) about merchant's equal rights to post their WIPs in the Poser forum just like anyone else with a WIP rather than being discriminated against because their art would eventually have a price tag... All the antimerchant bigot pro-discriminators kept pointing out 'There's a seperate forum for that' It's too bad we didn't think to point out that there's a seperate forum for hardware issues (Hardware/Technical) and a seperate forum for Poser technical issues (Poser Technical) but no one pitches a bitch when someone asks for help configuring their bloody video card or asks how to reset their Poser UI to default because their viewport window is somewhere over near Guam. That sort of PROVES it's discrimination and not merely a case of 'there's a forum specifically for you people' segregation. As if there were much difference.
DraX posted Tue, 19 August 2003 at 10:57 PM
I'm not looking forward to getting back into that argument, but I do see your point. However, what's done is done, and I don't think that any significant progress is going to be made with that argument, anyway. We'll just have to wait and see what happens with DAZ and the forums they plan to open up. I'm certain that they plan on using a structure similar to high-end boards such as vBulletin for their threads, etc. (though obviously something developed in-house) I'm also certain that those boards will become highly popular, anyway.
However, back to the subject of UVMapper Classic. Load up blMilWom_v3.obj (Vicki 3) in UVMapper Classic, and then go to File>Export UVs and export the UVs with all of the flags UNCHECKED. Then, open up blMilMan_m3.obj (I recommend closing and reopening the program first, as there are sometimes bugs associated with opening a new model without UVs after having one already loaded), then goto File>Import UVs and load the UVs you just aved from Vicki 3. This will ensure that the grouping is not affected. (As opposed to if you just directly import from the obj file, which I believe automatically imports groupings and material settings).
DraX posted Tue, 19 August 2003 at 10:59 PM
Oh, and of course, save a backup of the Mike without UVs ;)
_dodger posted Tue, 19 August 2003 at 11:12 PM
I'm certain that they plan on using a structure similar to high-end boards such as vBulletin for their threads, etc. (though obviously something developed in-house) My forum software (that which Iused on XFX3d) may be under consideration, but unfortunately with my ISP having worms it's not online for evaluation at the moment. It would be nice, though, to get that licenced and make some real programming type money off a software licence. then go to File>Export UVs and export the UVs with all of the flags UNCHECKED Ahh, I never do that... I always load up from an OBJ when I've imported. save a backup of the Mike without UVs ;) That's already in my downloads folder -- the one I saved out of my email B^) (Besides, it's me. I could just hack them back out of the OBJect file, seeing as I can read them now L)
DraX posted Tue, 19 August 2003 at 11:41 PM
Hope that helped... only way to get V3's UVs on M3 without changing groups. (well, at least without having to do soemthing much more complex)
_dodger posted Wed, 20 August 2003 at 12:04 AM
Hmm. Well, depends on your definition of cmoplexity... and I use a killer text editor (vim -- www.vim.org). Open vim Open another vim Open M3 object Open V3 Object /^vt (search for a line beginning with vt) Shift-V (begin Visual selection in full-line mode) } (jump to next empty line to complete selection) Switch to open M3 object }}}... (jump enough empty lines so you're past the v lines though it doesn't really matter if you do this because in an OBJ you can declare texture coordinates anywhere before you use them) Middle-click (paste in gvim -- copy is automatic on selection) :wq (write-quit) But I'm a text-mode Linuxy kinda guy. Viola. B^)
DraX posted Wed, 20 August 2003 at 12:30 AM
Show off ;p
_dodger posted Wed, 20 August 2003 at 5:25 AM
L Like I said, I can read them no. I'm sure if I gave itmyall I could even visualise the object from the vertices (though keeping track of the faces wold be bgoyond me, but a point cloid inthe humanmind ios easy enough to render... wonder when our software will catch up?
_dodger posted Wed, 20 August 2003 at 8:44 PM
_dodger posted Thu, 21 August 2003 at 3:52 AM