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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 03 1:41 pm)



Subject: Anyone using Headus UV Layout?


Conniekat8 ( ) posted Tue, 15 April 2008 at 12:22 PM · edited Thu, 26 December 2024 at 12:58 AM

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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nyguy ( ) posted Tue, 15 April 2008 at 1:52 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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Conniekat8 ( ) posted Tue, 15 April 2008 at 2:06 PM

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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EnglishBob ( ) posted Tue, 15 April 2008 at 5:25 PM

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.


Letterworks ( ) posted Tue, 15 April 2008 at 7:38 PM

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.

 


dlfurman ( ) posted Tue, 15 April 2008 at 8:10 PM

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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DarkEdge ( ) posted Tue, 15 April 2008 at 9:12 PM · edited Tue, 15 April 2008 at 9:13 PM

I did try it, but didn't spend too much time with it.
For me, it proved to be as time consuming as it would be with any other mapping proggie. Good mapping takes time.

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dburdick ( ) posted Wed, 16 April 2008 at 1:10 AM

I use UV Layout all the time.  By far the best program for creating distortion-free UV maps.  It takes a bit of getting used to since the UI is a bit archaic.  But the flattening and edge straightening tools are very powerful. 


vincebagna ( ) posted Wed, 16 April 2008 at 1:30 AM

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 ^^

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SamTherapy ( ) posted Wed, 16 April 2008 at 2:07 AM

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:

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EnglishBob ( ) posted Wed, 16 April 2008 at 4:55 AM

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.


Letterworks ( ) posted Wed, 16 April 2008 at 7:08 AM

OH, I think it;s funny too. But it also took me a bit of time before I realized it was a legit and powerful program, after a casual search on Google. That's all i meant. EnglishBob, thanks for the tutorial link.


Marque ( ) posted Wed, 16 April 2008 at 8:44 AM

Where do you find Headus UV layout?


EnglishBob ( ) posted Wed, 16 April 2008 at 8:55 AM

Attached Link: http://www.uvlayout.com/index.php

Here... ;)


nyguy ( ) posted Wed, 16 April 2008 at 9:33 AM

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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Marque ( ) posted Wed, 16 April 2008 at 10:59 AM

Thanks!
 


Marque ( ) posted Wed, 16 April 2008 at 11:01 AM

Ouch...lol
That is just a bit too expensive for my blood, esp. considering this thread opened with a problem with it's usage.  Thanks for the link though.


UVDan ( ) posted Wed, 16 April 2008 at 12:16 PM
Forum Moderator

I am seriously thinking about getting UVLayout.  Roadkill is unusable for me on xp pro 64 bit.

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Conniekat8 ( ) posted Wed, 16 April 2008 at 12:21 PM · edited Wed, 16 April 2008 at 12:23 PM

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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ghonma ( ) posted Wed, 16 April 2008 at 1:41 PM

Quote - I am seriously thinking about getting UVLayout.  Roadkill is unusable for me on xp pro 64 bit.

**

It works fine for me on XP 64. What error do you get ?
**


UVDan ( ) posted Wed, 16 April 2008 at 4:20 PM
Forum Moderator

No errors, it just sits there doing nothing.**
**

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Teyon ( ) posted Wed, 16 April 2008 at 11:34 PM

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.


Conniekat8 ( ) posted Wed, 16 April 2008 at 11:48 PM

Thanks for that tip Tejon, I'll try the update. I never even noticed that option.

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Teyon ( ) posted Thu, 17 April 2008 at 12:13 AM · edited Thu, 17 April 2008 at 12:13 AM

No problemo. Hey, let me know if it actually does keep the facet structure.  I'll probably try it in the morning (it's late here in NY) but if you find out before then...


UVDan ( ) posted Thu, 17 April 2008 at 9:25 AM
Forum Moderator

I just tried Roadkill again just to be fair.  And as usual it is non responsive for me.

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bopperthijs ( ) posted Fri, 18 April 2008 at 2:31 PM

Does anyone know if roadkill works as a standalone version or only  with Maya, 3D-studio or XSI?

It isn't clear to me which version I can download as standalone.

Bopper.

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Teyon ( ) posted Fri, 18 April 2008 at 2:55 PM

There is a stand alone version of Roadkill


EnglishBob ( ) posted Fri, 18 April 2008 at 5:06 PM

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...


bopperthijs ( ) posted Sat, 19 April 2008 at 4:55 AM

Thanks Bob,

I'll give it a try. I wished I had done a better look a your tutorials before that would have saved me a lot of time. They are great.

Bopper.

-How can you improve things when you don't make mistakes?


pitklad ( ) posted Sat, 19 April 2008 at 6:51 AM

Does headus UVLayout keep groups and materials after remmaping an object or it merges all to one group and material like Roadkill ?


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vincebagna ( ) posted Sat, 19 April 2008 at 9:31 AM

As far as i saw using the free version of UVLayout, it doesn't keep groups nor materials :(

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pitklad ( ) posted Sat, 19 April 2008 at 2:16 PM

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!!!


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EnglishBob ( ) posted Sat, 19 April 2008 at 2:17 PM · edited Sat, 19 April 2008 at 2:19 PM

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. :)


Conniekat8 ( ) posted Sat, 19 April 2008 at 4:35 PM

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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bopperthijs ( ) posted Sat, 19 April 2008 at 5:44 PM · edited Sat, 19 April 2008 at 5:45 PM

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?


Conniekat8 ( ) posted Sat, 19 April 2008 at 6:43 PM

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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UVDan ( ) posted Sat, 19 April 2008 at 8:01 PM
Forum Moderator

**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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UVDan ( ) posted Sat, 19 April 2008 at 8:04 PM
Forum Moderator

You can also STOMP on it.

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Conniekat8 ( ) posted Sat, 19 April 2008 at 8:27 PM

Quote - You can also STOMP on it.

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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dlfurman ( ) posted Mon, 21 April 2008 at 1:03 PM

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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vincebagna ( ) posted Mon, 21 April 2008 at 1:43 PM

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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