Forum: Poser - OFFICIAL


Subject: Question about Morphs and UV Maps

KateTheShrew opened this issue on Aug 17, 2000 ยท 6 posts


KateTheShrew posted Thu, 17 August 2000 at 3:13 PM

Ok, I need something explained here because I don't understand it, I think. When you apply a morph target to a character, why does it sometimes throw the texture map out of whack? For instance, you alter the shape of the mouth with a MT and suddenly the map doesn't match up in that area any more and you get some funky looking renders as a result (like in a closeup shot the map doesn't cover the lips totally or it covers the lips and part of the chin, depending on what you did to the shape). The second thing I need to know is if there is a way to correct this? Does the figure need to be remapped, and if so, how do you remap it? I think you would have to export the altered mesh as an obj and take it into UVMapper, but when you do that, don't you lose the poseability when you bring it back into poser? Any replies will be appreciated cuz this one is driving me nuts with the map not matching up to the morphed geometry. Kate


PhilC posted Thu, 17 August 2000 at 3:52 PM

Provided that body part names have not changed, and your CR2 points to the new object, the figure will pose. When you export, select body part names and weld, but not figure names. As a double check open the original object file in a text editor and see the format of "g body-part-name" and "usmtl" lines. If you get the wrong export from poser it will add extra "g figure:1" lines. If it does just delete them. You will have to take out the "mtlb" line that Poser insists in putting in as an aid for importing into Bryce. Confuzled? I sure was :) PhilC www.philc.net


Rhialto posted Thu, 17 August 2000 at 3:56 PM

Why don't you just use UV Mapper to get the new texture map, recolor it etc. save it, and then tell Poser to use the new texture map instead of the P4nudewwoman.bmp file or whatever you are using? The .obj file only has to get into UV mapper so you can generate the new texture map. The obj file doesn't have to go back into Poser.


Kalypso posted Thu, 17 August 2000 at 4:14 PM Site Admin

okay, what Phil says I use with clothes mainly but have never tried it for a character figure. If it's only a small area like the mouth or eyebrows for example, wouldn't it be easier to do the "create perspective uv's" trick with the grouping tool? Choose the area you want with the grouping tool and hit the command that says "create perspective uv's" Nothing will happen but if you now export this into uvmapper you'll have a new material which will be able to be mapped and applied to your figure without changing cr2's or anything like that. Just be sure to save this figure. I think :)


Jaager posted Thu, 17 August 2000 at 6:44 PM

I think a morph should not change the mapping. It could exagerate an already faulty map. If the morph enlarges facets at a margin, it would make the fault more obvious. Is the texture really correct before the morph? Is it merely so small as not to notice? Some of the facets at the lip marin are edge on. If you flatten them out, funky things can happen. An edge on facet could have 5-10% of the color information assigned to it that a flat one has and Poser would have to fake it to get the larger area covered. Greatly stretching a facet also does this. A mole before, can look like a mud puddle after a SaRenna Ray morph. If you save a morphed figure, as a new obj and remap this, you could fix the problem. But unless you have a mapping program that will unfold the facets at the sides, you will produce more problems than you solve. Kalypso's solution is the most practical and efficient answer. It is actually remapping of a limited area on the fly. (You can also do this in UVMapper.) The more of this stuff I see, the more I think - post render touch up. I think that I have been reading too many of TRex's comments.


Jim Burton posted Fri, 18 August 2000 at 3:52 PM

I agree with Jaager on this, morphing doesn't change the mapping, but it does exagerate defects, and it can also change the color of a map- I was trying to do long glove cuffs by morphing the Posettes' shoulders, if you "streach" too far white seems to get added to the color shown on the figure, perhaps if you compress them too close they go to black, I'm unsure of the later. I also know there are areas of the Posettes mapping where the vertices are just too far apart to let the figure map problerly when the joints are bent, the maps are not proportional in these areas.