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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 7:38 pm)



Subject: Well here goes nothin - complex morph problem


boeing ( ) posted Mon, 20 March 2006 at 6:50 AM · edited Wed, 25 December 2024 at 9:16 AM

Folks, I have been trying to fix Victorias feet for a long time. Victoria is by far my favorite character, but its just those feet that get me.

Ive modified her left toe, then mirror the modification to the right toe, and everything looks fine in Max. When I bring the object file (a new figure) into Poser the right toe looks a bit rough and the texture becomes blocky, any idea on why Poser doesnt like the right mirrored toe?


amacord ( ) posted Mon, 20 March 2006 at 7:32 AM

would you pls show an image for better understanding?


boeing ( ) posted Mon, 20 March 2006 at 8:40 AM

file_334878.jpg

Thanks Amacord, the toe texture ends up getting blocky and I don't dare try finishing the morphing until I can get a handle of why. IF I apply a bump map, it gets worse.

Thanks


amacord ( ) posted Mon, 20 March 2006 at 9:09 AM

strange indeed..... now that i see it im scratching my head as well. if noone else has a good idea, please give me access to those morphs (left and right), either here or via IM, whatever you prefer... id like to take a closer look. A.


boeing ( ) posted Mon, 20 March 2006 at 11:15 AM

Hey amacord, its actually an obj file of the whole figure. The figure has the left toe modified and then I mirrored this to the right toe and exported the obj file figure. I created a new CR2 that points to the modified mesh and the right side is what yeilds these results. I will try to forward the obj file for the character your way.

Thanks


wdupre ( ) posted Mon, 20 March 2006 at 11:28 AM

If you actually mirrored the obj than that is the reason for the issue, becouse you have also changed the position and possibly the arangement of the UV map for that area. One thing you should know though is that the obj file cannot be distributed. you could convert it to a morph and distribute that but distributing the whole obj is a definate no no.



amacord ( ) posted Mon, 20 March 2006 at 11:46 AM

now wait a minute.... did you try to seperate the feet and toes groups from the whole object and apply them as morphs in object properties? maybe this could be an easy way around... and, by the way, do the default morphs work with this new figure obj? somehow i doubt it... pls try both and tell me the results. A.


boeing ( ) posted Mon, 20 March 2006 at 12:51 PM

Thanks for the heads-up wdupre! Is there a way to correct the UV map in or out of Max? Why am I thinking the UV mapper program may be the answer here?

Dumb question, can I increase the polygon count on the figure as long the obj file remains with me and is not distributed, thus avoid any copyright issues?

Hey amacord, I found the best way is to just export out the toes and import them into Poser as morphs and this works. For some reason Poser must revert back to the original geometry (milwomen.obj) for the UV map info etc. When I bring in the entire figure with the changes in the mesh is when I have the UV map problem. I am not sure if this is a problem during the export process, or import process into Poser.

Yes, the new obj figure works with all the morphs as long as the exact number of polygons stay the same.

Thanks


amacord ( ) posted Mon, 20 March 2006 at 1:21 PM

in uv-mapper you can open the new obj and with FileImport UVs assign the BlMilWom.obj mapping (or "milwomen.obj" in your case). this should do it. if the morphs accept the new obj there should be no problem.....


boeing ( ) posted Mon, 20 March 2006 at 1:32 PM

I tried importing the UV from the BLMilWom.obj to the my modified Obj figure and I get "Incompatible Facet Structure" error in the UV Mapper Pro program....hmmmmm


wdupre ( ) posted Mon, 20 March 2006 at 2:02 PM

yes you can do whatever you want with the mesh for your own use, it is only redistribution that is not allowed. as far as increasing mesh density, while you can do that be aware that that will make all stock morphs unusable including facial morphs. Transfering UV mapping may not be possible due to the fact that you mirrored the toe group, that likely created a seam between toe and foot which would duplicate the points along that edge and the uv transfer file wouldnt know how to deal with those extra points.



amacord ( ) posted Mon, 20 March 2006 at 2:13 PM

well, if uv-mapper failed, then load the cr2 with those toe-morphs and export that as your new figure geometry. make sure the y-trans value of the hip is set to zero before exporting.


boeing ( ) posted Mon, 20 March 2006 at 7:34 PM

Thanks wdupre, I only tessellat the toenails, and the right toe appears to fit perfectly with no open seams. When I create the mirrored right toe I have to rename it rtoe for it to show up in Poser (it initially copies as ltoe01). Somehow I am thinking that the right toe is retaining mapping from the left toe and the map is being applied backwards or something...what an excercise in frustration!! The problem really only shows up when I bring in the obj as a whole figure and not as a morph. The UV mapping must come from the Obj file in the Geometries folder when using a morph.

Amacord, thanks very much I will give this a try and report back!


wdupre ( ) posted Mon, 20 March 2006 at 7:47 PM

yes, morphs do not contain mapping info, just the base mesh, Amacord's solution is probably the best if you wish to make your modification into the default mesh. one more step before exporting make sure that you have the figure in a completely zeroed pose on export. you can use the Joint editor to do this.



R_Hatch ( ) posted Mon, 20 March 2006 at 8:56 PM

Glad to see I'm not the only one bugged by the various anatomical anomalies on DAZ' "interesting" interpretation of the human female, AKA Vicki. I just used the grouping tool and a magnet to do this to V2RR's toes. For fun, try individual toe-up morphs :) Trust me, for this kind of thing, Poser has all the tools you need. Taking things into another program is what's making things complicated in this case.


boeing ( ) posted Mon, 20 March 2006 at 10:25 PM

Hmmm, in Max when I select the right toe and look at the material name it says ltoe for material. When I import a fresh BlMilwom.obj the material is red and says rtoe. I am thinking that for some reason the material and UV coordinates never change when I mirror the left toe to the right toe. I manually have to rename the right toe back to rToe for it to show up in Poser. Now just figuring how to change the rToe material.


Jim Burton ( ) posted Wed, 22 March 2006 at 6:46 PM

As I've done this sorta thing a zillion times, here are a couple of things to think about: If you mirror a mesh (at least in Max) it makes it "inside-out", that is to say the winding order (which some call normals, but it is really the winding order Poser uses) is now backwards, so in preview mode your actually seeing the bottom of the mesh, not the top. The other thing to remember is when you made (in effect) a new left toe for right side, it is going to be on the same place on the UV map as the original left toe, not where the right one was. Both these problems can be fixed, but you might want to just do the changes by morphs, and avoid 'em.


Jim Burton ( ) posted Wed, 22 March 2006 at 6:53 PM

file_334879.jpg

Or maybe just wait for the set of flats (!) I'm doing, which will include this V3 foot morph... ;-)


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