SeanMartin opened this issue on Aug 21, 2009 · 10 posts
SeanMartin posted Fri, 21 August 2009 at 2:01 PM
Does anyone know where to find something that shows, in excrutiating detail, how to remap something? I have some old clothing pieces that dont have obj files (or somehow have them embedded within the cr2; I'm not sure). As such I cant make a template and therefore texture them like I'd like to. I tried exporting the clothing piece as an obj and then putting it through Mapper, with no success because (again, for some odd reason) it didnt create a map. It recognizes the vectors, but wont map them out.
Help! Please! I have cookies!
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Tashar59 posted Fri, 21 August 2009 at 2:33 PM
Do you have a modeling app? Try loading the exported .obj to that and see what it looks like.
Strange that UVMapper does not generate a map if it reads the .obj. Did you try different mapping options. Maybe save the .obj out from UVMapper and then open that new one in UVM again. See if UVM will map that. Or load it to the modeling app first and then use the new exported .obj from that in UVM.
hborre posted Fri, 21 August 2009 at 2:49 PM
In the absence of a UVMap, you may need to recreate the obj in UVMapper under a mesh type. Usually it would be a planar mesh. However, because there wasn't a proper map created in the first place, you might wind up with a jumble of vertices in the template. That would involve separating by material and recreating the Map through resizing and placement. I wonder if a UVMap can be generated by bringing the obj into a 3rd party modeling program like Blender, Hex, Wings3D, etc.?
SeanMartin posted Fri, 21 August 2009 at 3:11 PM
Sorry if this seems like a d'uh question, but I've never really figured that one out.
Here's the start of the cr2 file for a cook's jacket. Why it's labeled as "short cleeves.cr2" is a mystery to me (It doesnt seem to access any obj file whatsoever), but anyway...
{
version
{
number 4.01
}
figureResFile :Runtime:libraries:character:Ichiro:ShortSleeves.cr2
actor BODY:6
{
geomCustom
{
numbVerts 0
numbTVerts 0
numbTSets 0
numbElems 0
numbSets 0
}
}
actor hip:6
{
geomCustom
{
numbVerts 190
numbTVerts 0
numbTSets 0
numbElems 148
numbSets 592
v 0.000000 0.387976 0.040421
v -0.014566 0.337354 -0.053964
v 0.000000 0.413949 -0.038592
And here's the jpg file of what it looks like. The ash et al were layered on in Photoshop; the original render is a pristine white.
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Tashar59 posted Fri, 21 August 2009 at 3:29 PM
Did you open the ShortSleeves.cr2 to look at that and see if it has a path to an .obj?
It looks to me like that what your showing is pointing to another cr2 that contains the real info that you need and use.
That would then be a path such as :Runtime:Geometries:whateverfolders:ShortSleeves.obj
You would then place your new .obj in the Geometries folder you want and point the path to it. There are 2 lines that need to be changed. Just scoll down a bit to find the second line. You should be able to use the Shortsleeves cr2 to create the new one and just rename it something different so you don't over write the original.
SeanMartin posted Fri, 21 August 2009 at 3:36 PM
The Short Sleeve cr2 is one of the things that came with the original Ichiro 1 and does indeed have its own obj. The creator of this stuff (the chef jacket, not LittleFox) seems to do this a lot: a pair of jeans he created points at the original sandals. It's all very weird. :)
Thanks, Tashar. I'll give this a shot and see what happens.
docandraider.com -- the collected cartoons of Doc and Raider
Tashar59 posted Fri, 21 August 2009 at 3:41 PM
It might also explain the problem of the .obj in UVM. Try importing the .obj that the Short sleeves.cr2 is using.
nruddock posted Fri, 21 August 2009 at 3:49 PM
Quote - It doesnt seem to access any obj file whatsoever
The geometry is for some reason embedded in the file in those geomCustom sections.
The same process (more or less) as for props would be required -> http://artzone.daz3d.com/wiki/doku.php/pub/tutorials/poser/poser-misc42
The wrinkle here is that you need to do one OBJ for each customGeom.
The alternative would be to combine the seperate OBJs making each one a group and rerig to create a new CR2 that has body parts corresponding to those groups (I suspect this is only worth attempting if externalising the seperate parts doesn't work).
Once you have an OBJ or OBJs you can map those and add materials etc.
Tashar59 posted Fri, 21 August 2009 at 4:02 PM
nruddock beat me to it. I tried to edit my last post but it would not let me.
SeanMartin posted Fri, 21 August 2009 at 5:31 PM
This helps enormously, guys. Thanks!
docandraider.com -- the collected cartoons of Doc and Raider