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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 03 1:41 pm)
Do you have Hexagon? Try remapping in there or use another UV mapping program. I had have this happen once before and think I used Hexagon to fix.
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Yeah, I tried importing into Hex, and then re-exporting, but the Incompatible facet structure persists after export. That was the first thing I tried, in hopes it would fix it, but no cigar!
I can UV map the whole thing Hexagon. I was hoping there was a way to get around this facet structure issue so I can take advantage of couple features that Headus UV has and Hexagon doesn't have.
I wish hexagon supported soft selections in UV mode :(
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What are you doing to get the incompatible facet structure message? That usually pops up for me when I try to reorder vertices. I have a few things that I've mapped with the beta versions of UV Layout and they work fine in UVMapper as far as just opening them goes. Well, ok, I get an out of range error, but I'm willing to concede that's because I didn't take the time to learn all of UV Layout's features. :) Allowing UVMapper to fix it results in a usable mesh. Once I discovered RoadKill, I was relieved that I wouldn't have to find the money for UVLayout. I had been seriously considering buying it, even though it would have cost more than any 3D program I'd ever bought. The symmetrical mapping option is the only one I really miss.
Never used UVlayout beyond a quick round with the demo, but I have to say I do like Roadkill. Except for the name it's a decent program, especially for free! These days between Silo, Roadkill and UVmapper pro I manage to amke usable maps. Also haven;t used Hex's UV mapping since version 1 I think. I may have to give it a try again.
I used my time with the beta to finally make a symmetrical catsuit for V3. Wish I had the $$ for the Pro version.
I strongly suggest popping in on the UVLAYOUT Q&A forum and letting Phil know what issues you are having. He'll get you squared away.
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I use too the free UVLayout. I'm still wondering how i did before, this progy is so great!
And i had also those "incompatible facet structure". It seems to happen when you UVmap a detailled mesh with separated items in it. It has really slow down my workflow, as i could not use my original Hex model to make morphs after the UVmapping :(
Connie, tell us if you open a thread in the UVLayout forum about it, so i could add my own voice to you ^^
Quote - Never used UVlayout beyond a quick round with the demo, but I have to say I do like Roadkill. Except for the name it's a decent program...
Huh? It's an excellent name, considering how most UV maps look.
Well, I think it's funny. :tongue2:
Coppula eam se non posit acceptera jocularum.
Attached Link: http://www.morphography.uk.vu/uvmapping.html
> Quote - Well, *I* think it's funny.Me too. I'll just post a quick plug for my RoadKill / UVMapper tutorial for the benefit of anyone who may be interested.
Looks like a great program to have, but cannot afford it yet. I have been expirimenting using MarkDC's Pegasus Modeler UVTool that is built in and so far not liking too much. I find that for standard UV Mapping I will use UVMapper and Roadkill. For no standard UVMapping I will use Hexagon.
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Quote - I use too the free UVLayout. I'm still wondering how i did before, this progy is so great!
And i had also those "incompatible facet structure". It seems to happen when you UVmap a detailled mesh with separated items in it. It has really slow down my workflow, as i could not use my original Hex model to make morphs after the UVmapping :(
Yeah, that's exactly what is happening in my case, I can no longer use the hex model. In this case I made a number of morphs before UV mapping, so I don't want to redo them. I'll just UV map in HEX. It'll take a little bit longer since there's no way to stretch the UV map very easily, but it will take less time then having to remake the morphs.
I'll try roadkill too.
I think for the most part, I'll stick with Hex and UV Mapper Pro combo. Hex unwrapping is pretty decent, and I have my workflow down pat now.
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With the UVLayout issue you were having, you should not save unless you're making an entirely new model. Updating would be better I think. As I recall, UVLayout gives you both options and update creates an updated version of your mesh with the new UV's. I think that preserves facet structure too but don't quote me on it, as I'm just getting back into the program after trying the beta many moons ago. Anyway, you'd be able to load the uv'd model into UVMapper and then correct the order there if you need too I guess.
Thanks for that tip Tejon, I'll try the update. I never even noticed that option.
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Quote - It isn't clear to me which version I can download as standalone.
It is confusing. It's the link below where it says "Roadkill 1.1 (release candidate 3)" - as far as I can tell without actually reinstalling. :) That gives you the same file name and size as the one I have in my install folder, anyway. Ignore where it says about Maya...
Does headus UVLayout keep groups and materials after remmaping an object or it merges all to one group and material like Roadkill ?
As far as i saw using the free version of UVLayout, it doesn't keep groups nor materials :(
I just read the tutorial by EnglishBob and it is very clever the trick you found there : use Roadkill in a copy .obj , export the UVS with UVmapper and than import it back on the original .obj without losing groups or materials!!!
Thanks so much for the tutorial! Very nice for beginners or new to Roadkill!
I use Roadkill just for the relax function ( which no other free program has) but it worth taking a more serious view, super-useful utility!!!
Quote - I wished I had done a better look a your tutorials before that would have saved me a lot of time. They are great.
Thanks Bopper. I did try the RoadKill method on the skirt from your Spring Outfit, but it opened out into the best part of a circle which would have made texturing difficult. It isn't always the best solution... - - - - - -
Quote - Does headus UVLayout keep groups and materials after remmaping an object or it merges all to one group and material like Roadkill?
I didn't do much remapping with UVLayout beta, I used it mainly on original meshes which had no information worth keeping anyway, but as far as I can tell my experience agrees with vincebagna. There is a workaround for this in my mapping tutorial (linked earlier). In brief: - Open the OBJ saved from UVLayout (or RoadKill) in UVMapper - Save a UVS file. Don't export groups or materials - Apply the UVS file to the original OBJ. That applies the new UV mapping, but retains the groups and materials. (Edit) Okay, no need to mention that after all. We were both typing at the same time. :)
Quote - - Apply the UVS file to the original OBJ. That applies the new UV mapping, but retains the groups and materials.
Yeah, that's a handy trick. It's when I was doing that particular thing with an OBJ mapped in UV layout that UV mapper gave me the incompatible facet structure. I'll probably try Roadkill, see if the problem persists.
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Yeah, that's a handy trick. It's when I was doing that particular thing with an OBJ mapped in UV layout that UV mapper gave me the incompatible facet structure. I'll probably try Roadkill, see if the problem persists.
I think this has more to do with how UV layout threads .obj file. I've tried UV layout twice (perhaps to litlle) before I kicked it out, I just couldn't get acquainted with the horrible interface.
There are a lot of problems with the obj-format, and a lot of programs seems to have their own way of handling it, just remember the problems with hexagon.
Perhaps you can try Kawecki's free morpher-utility to reorders the facet structure. It has helped me in couple of times.
Bopper.
-How can you improve things when you don't make mistakes?
Hrrrm.... I though maybe the problem between Headus and UV mapper, with incompatible facet structure, was because I had a five sided face in the mesh.
I tried a differen mesh, with all quads, and I still get incompatible facet structure. Vertex order is fine, but facet structure goofed up. Disappointing sniffle
I better go download roadkill and try with it.
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**At the bottom of this page is a link to a utility called objfixer by Steve Corder that fixes obj's saved from Deep UV to make them readable in UVMP. I do not know if it will fix THIS problem though. **
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LOLOL, that's just too funny! I AM about ready to stomp on it :lol:
Thanks for the links and ideas, I'll check them out!
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Quote - Does headus UVLayout keep groups and materials after remmaping an object or it merges all to one group and material like Roadkill ?
IIRC you use the UPDATE option.
Let us say you loaded in MyGroupedObject.obj and remapped it when you update then you should see MyGroupedObject**-uvlayout**.obj. That should be the one with the groups and materials preserved with the new UV map.
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Quote - > Quote - Does headus UVLayout keep groups and materials after remmaping an object or it merges all to one group and material like Roadkill ?
IIRC you use the UPDATE option.
Let us say you loaded in MyGroupedObject.obj and remapped it when you update then you should see MyGroupedObject**-uvlayout**.obj. That should be the one with the groups and materials preserved with the new UV map.
Good to know! :D
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I'm giving it a try.
One thing that I did notice is that after laying out my UV's and saving back the OBJ, it gives me 'incompatible facet structure' Vertex order seems to be okay, but the facet structure isn't.
This is when I check it in the UV mapper Pro.
This is a problem when I use UV Mapper Pro to make poser's bone groups (in morphs) and material groups.
Has anyone else encountered this, and found a fix for it?
Thereare some features in headus I'd like to be able to incorporate in my workflow... if I can resolve this facet structure issue.
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