kuroyume0161 opened this issue on Feb 02, 2004 ยท 9 posts
kuroyume0161 posted Mon, 02 February 2004 at 1:14 AM
Now I've run into a road block. One of my figures needs to have its vertices split in UVMapper to retain its nice sharp corners in Poser. Caveat: it has 60 morphs and UVMapper does not split the vertices identically (but the morphs' vertices must remain linked and ordered to the base). All that I get is explosions when testing the morphs like this. Works fine if I don't split vertices at all for base and morphs, but then the resulting object doesn't look correct in Poser because of automatic smoothing. How do you accomplish this feat? Thanks again, Kuroyume0161
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
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numanoid posted Mon, 02 February 2004 at 1:35 AM
Are you using UV Mapper Pro or Classic. I am not sure what you are doing, but I do know that in UV Mapper Pro you can assign on some vertices to be split, and others not. UV Mapper classic splits them all.
PheonixRising posted Mon, 02 February 2004 at 2:32 AM
The main problemis spliting is actually changing the polygon and vertice info so the morphs can never be compatible. The only way to possibly do it, I am aware of, is in Lightwave. --------method-one---------- -You have to load the obj and then load on all the morphs in the map channel. -Once all the morphs are loaded you can alter the base, in this case splitting, and the morphs will update. -Then you can export the new obj and all the morphs individually. --------method-two--theory-------- imprt and split all the morph obj's as well? Likely not to work but you can try one morph and see. Reordering might be an issue still. -Anton
-Anton, creator of
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EnglishBob posted Mon, 02 February 2004 at 4:50 AM
UVMapper Pro (if you have it) can re-order vertices - you should be able to tell it to make your morph's vertices the same as the base object.
kuroyume0161 posted Mon, 02 February 2004 at 9:25 AM
I have UVMapper Pro. My modelling app is Cinema 4D. No problems with it reordering vertices on exporting the original geometries. I have considered the idea of importing the "split vertices" OBJ base into Cinema and reapplying the morphs to it there, then exporting all of this geometry. If all else fails, this should work, but it will be time consuming to recreate some of the morphs (some of which involved point-level manipulation). There is also the possibility of doing the splitting on the original geometries within Cinema as long as there is a method to do it in Cinema. The concern with your method, EnglishBob, is that it is not ensured that splitting the vertices on the morphs will result in the same number of vertices for each as well as the base so that reordering can be done faithfully (as voiced by Anton). These morphs are extreme. Nonetheless, I would rather try this than the first mentioned alternative. After three months of work on the various parts of this project, I do not look forward to this. Just think, I am now just moving everything into Poser...
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
DominiqueB posted Mon, 02 February 2004 at 4:11 PM
I am with Anton on this one, Lightwave would be the way to go, because the morphs (endomorphs) are actually part of the object file, so whatever you do to the base object gets transfered to all the morphs. No matter what I think your are looking at reloading all the morphs and re-exporting the obj's IMHO.
Dominique Digital Cats Media
mateo_sancarlos posted Mon, 02 February 2004 at 4:13 PM
See if there's a "crease" command in C4D. That's what you use in Carrara to avoid smoothing.
daverj posted Mon, 02 February 2004 at 10:10 PM
In some 3D modeling programs you can select a group of faces and then do a Cut and then a Paste. This cuts the virtexes. Whether it reorders will depend on the application. In the future, keep this in mind and do it to the base model before making any morphs.
kuroyume0161 posted Mon, 02 February 2004 at 11:19 PM
The one reason that I didn't do this to the base model prior to making morphs was that I wasn't quite sure if it would be an issue and didn't know of how to do it in C4D anyway. By the huge response to my question about this in the C4D forum here (sarcasm), it is quite possible that it cannot be done easily in C4D. Most of the sharp edging and edge smoothing in C4D is done using Phong tags and edge breaks. Edge breaks, new in 8.2, don't create new vertices. So, I'm going the long route: splitting vertices in UVMapper Pro, importing OBJ back into C4D, and redoing the morphs based on this geometry. One good thing to come out of this, though, is that I have decided to use bones for adding curvature instead of using morphs (which distort the geometry in general and other morphs specifically). This has the advantage of removing about 20 morphs as unnecessary and will remove the need for "fix" morphs when curvature is added. The disadvantage is that I've not done rigging in Poser and know that it is an unforgiving, arduous process. Thanks for your help and expect more questions, especially related to the Poser rigging process. :)
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone