zulu9812 opened this issue on Aug 05, 2005 ยท 10 posts
zulu9812 posted Fri, 05 August 2005 at 6:36 AM
I imagine that this question has something to do with UV Mapper. How do I change/add material zones on a figure?
byAnton posted Fri, 05 August 2005 at 7:37 AM
-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the
face of truth is concealment."
PhilC posted Fri, 05 August 2005 at 9:21 AM
zulu9812 posted Fri, 05 August 2005 at 10:13 AM
aye, but isn't that restricted to the body parts?
PhilC posted Fri, 05 August 2005 at 10:21 AM
zulu9812 posted Fri, 05 August 2005 at 11:54 AM
Really? Is that in the setup room? I never knew that...
PhilC posted Fri, 05 August 2005 at 12:34 PM
zulu9812 posted Fri, 05 August 2005 at 12:43 PM
aah - cool, thanks. And thank you Anton as well - I'll give both a try and see which one I prefer.
kobaltkween posted Fri, 05 August 2005 at 3:04 PM
just to satisfy my curiousity- i'm assuming anton's way means that every character referencing that .obj file will have the new material. phil, am i correct in believing that using the group editor would mean the new material would only apply to that file or that character if the figure was saved to the library?
an0malaus posted Sun, 07 August 2005 at 2:58 PM
I've just been through this exercise recently and thankfully (being on a Mac) the latest version of UVMapper X does the very thing I needed to do. Having started with the DAZ Morphing Cat Tail, I wanted to add more bones/parts to make it more flexible. It was easy enough to add new bones, but I want to have the new object as an obj file, rather than bloat the cr2 file with custom geometries for each part. I could not find a way to successfully export the parts and have it look anything like the original obj file (which I wasn't moving any vertices or redefining faces, just changing the groupings). In the end, the solution was to take the original obj into UVMapper, save the UV map, select the faces and assign them to the new group names, then export the model. After that, I can just point my cr2 with the new bones and joint information at the new obj file that UVmapper generated. A spot of hand coded, Ajax style Easy Pose JCM and I now have a 15 segment tail, rather than the original 8. I didn't need the original morphs which was lucky as that would have added complexity trying to preserve them in the regrouped mesh.
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