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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)
Let me ask you a counter question. Why do you want to use or add a different UVS?
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I'm assuming when you say 'wrong uvs' that you simply don't like the mapping supplied with the prop?
Your only solution in that case would be to remap the obj in a modeling or UVing app. More than likely this would render the supplied textures useless, unless you took steps to ensure your remapping worked with those textures.
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If the cr2 points to an obj file you can edit that (after taking a copy!!!!) and edit the UV maps and resave, you must make sure all the verts are still in the same order and then reload and your new maps will be available, you can't do anything on the fly, I tried but the python API doesn't expose the correct functions
You have to be more specific about "wrong uvs"
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Thanks for your replies! =)
Okay, it's really quite simple .. just to explain:
It's already done for the D|S-version and I'm wondering if there may be a similar way in Poser. I would like to keep the old ('wrong-UV-d') version (because of the texture-issue already mentioned) but want to have (or give) the option for using the 'correctly-UV-d' version.Additionally, if possible.
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The .obj format definition does specify a call statement that does allow to include content of another file in the point where the call is made. In theory this would permit making a modular geometry definition with compatible xyz-vertex, uv-vertex and facet definitions. Not sure if Poser supports this though. I never tried it.
Can't you just flip the map in the material room? I think it's coordinates or some such...
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Let me look in the material room. Barring that I'd just flip the uv map in a modeler. It would take all of 5 minutes to do...
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FVerbaas posted at 6:27PM Fri, 10 April 2020 - #4385874
In theory this would permit making a modular geometry definition with compatible xyz-vertex, uv-vertex and facet definitions.
Yep, my thoughts went a bit this way.
.. vague comparable to - for instance - .pz2 Morph-Injections But not applying different Vertex-positions but UV-coords.
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Ok. Looks like you've got it figured out. Back to my projects lol
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@EldritchCellar
Yes, of course could I just flip the texturemaps and I can (and will - as it seems) save a new .pp2 with a new .obj-source but that wasn't really the question.
To be honest: I made botchery. This is a freestuff-item. Some people may already use the old and other will take the new version. Different Texturesets for both?.. or just make TEXs for one and demand, that the users only use the new version?.. imo inacceptable!
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MaNae posted at 12:51PM Fri, 10 April 2020 - #4385881
@EldritchCellar
Yes, of course could I just flip the texturemaps and I can (and will - as it seems) save a new .pp2 with a new .obj-source but that wasn't really the question.
To be honest: I made botchery. This is a freestuff-item. Some people may already use the old and other will take the new version. Different Texturesets for both?.. or just make TEXs for one and demand, that the users only use the new version?.. imo inacceptable!
I dont think you can do that with Poser...saving out the product for disrto and keeping the option to select multiple uv maps. (with some sort of hack or script involved) Anyway there isnt any "UV set " tab nor a Load UV set option in Poser, which makes things a little difficult (for the ones getting your item) to switch UV in Poser.
I went thru the same thing as you can see, but in there I think I can have ?? a lot of different UV sets for the same body part , but I cant do the same in Poser either.
basically its still the original OBJ just with a different UV, maybe it has to do with Poser being so anal ...lol all jokes aside I would also love to do this inside of Poser as well (with out any hoop jumping or scripts)
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Remove the old freebie. Bring your obj into a modeler, or uv mapper, whatever...
Flip the uv map, not the texture.
Upload the new version
It's perfectly acceptable, would take less than a half hour of your time. As Bagginsbill used to say 'stop faffing about'
Not being rude or insulting but this is elementary modeling stuff, it's a freebie, and you're making this waaaay more complicated than it needs to be and stressing unduly.
Best wishes.
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EldritchCellar posted at 2:36AM Sat, 11 April 2020 - #4385890
Remove the old freebie. Bring your obj into a modeler, or uv mapper, whatever...
Flip the uv map, not the texture.
Upload the new version
It's perfectly acceptable, would take less than a half hour of your time. As Bagginsbill used to say 'stop faffing about'
Not being rude or insulting but this is elementary modeling stuff, it's a freebie, and you're making this waaaay more complicated than it needs to be and stressing unduly.
Best wishes.
If BB ever said "Faffing about", he got it from me. Nobody here had ever heard the saying until I introduced it. :)
Anyhow, to the OP, get a copy of UVMapper - it's free - and have a faff about with that. If you want extra features, you can buy the Pro version which is a reasonable price for a lot of stuff. I bought my copy years ago, so I have no idea of the current cost but I doubt it will be high.
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The question the OP appears to be asking is whether it is possible to use multiple UV sets on the same object in Poser. The answer seems to be no - though while OBJ only supports a single UV set FBX (and LWO) formats do support multiple UV's. I can't see any way of using that in Poser though.
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Geometry switching is the accepted way of altering which mesh is displayed for an actor in Poser. You could, for instance, swap between two different obj files that just happened to have the exact same vertex and facet definitions, but have the V coordinate of the texture inverted (V' = 1.0 - V, with appropriate variations if UDIM is in effect. Ask if explanation required), thus giving the same effect that changing the VScale input of the image_map node from 1 to -1, as suggested above (much simpler to achieve).
Several folks, including my humble self, have python scripts capable of reading, modifying and saving obj files to overcome limitations of Poser's Python API methods for dealing with geometry. (Still no way to create new facet groups outside the UI. Better be there in P12 or consequences ).
References to free UVMapper are PC/Windows only at this point. UVX for macOS is a PowerPC/Fat binary and no longer executes on modern macOS since the retirement of Rosetta.
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Whenever I see a mesh with "upside down" UV I have to wonder has that mesh been mirrored, as only an idiot would UV it that way. By mirrored I mean built and UV'd in a program that uses the vertical Z axis.
Not only does swapping Z to Y axis mirror a mesh it also flips the normals, been so long that I can't remember if Poser shows backfaces or not, by default DS has backface lighting on, so it doesn't show them. This is one of the issues most have no idea about, not only are they working with a mesh that's been mirrored, but it's usually inside out.
In DS hit F2 or go Edit > Preferences, click on the Interface tab and just past halfway down you'll see a label "Backface Lighting" set the button next to it to OFF, click Apply then Accept to lock that setting.
If the mesh is now black in the viewport then you know the mesh is inside out and has been mirrored either top to bottom or left to right. Chances are that a check of the surface settings in the PP2 would show the U and V scale set to -1, which would show they knew something was wrong but was clueless to what it was.
You can do the same "trick" in DS using tiling, so no point making custom UV for it, especially as Poser can't use it.
ROFL, just found out this is a freebie and after having a quick look at it you can ignore most of my last post, the part about "clueless" is spot on though. Newbies I tend to point out where they went wrong and how to correct it, Pro's or people who should know better tend to get it in the neck from me, which is why I keep getting in trouble over at DAZ.
fuLLm00n1 is a double sided disc, it loads in face down, X rotate 90 will show the back of the disc and an upside down UV, X rotate -90 will show the front with a right way up UV, going by your textures at any rate.
fuLLm00n1_nbf is half a double sided disc, problem is you removed the wrong side, you removed the front instead of the back, X rotate 90 and in DS setting vertical tiles to -1, can't remember if it's U scale or V scale in Poser that's vertical but setting the right one to -1 will fix it.
So no need for custom UV's, just a better understanding of how things work in DS and/or Poser.
Thanks @an0malaus, @caisson and @Blue ..emm.. CHK2033 .. that answers my initial question. Too bad ..
Bejaymac posted at 3:38PM Sat, 11 April 2020 - #4385920
fuLLm00n1 is a double sided disc, it loads in face down, X rotate 90 will show the back of the disc and an upside down UV, X rotate -90 will show the front with a right way up UV, going by your textures at any rate.
fuLLm00n1_nbf is half a double sided disc, problem is you removed the wrong side, you removed the front instead of the back, X rotate 90 and in DS setting vertical tiles to -1, can't remember if it's U scale or V scale in Poser that's vertical but setting the right one to -1 will fix it.
So no need for custom UV's, just a better understanding of how things work in DS and/or Poser.
Hey @Bejaymac, thank you VERY much, THAT REALLY HELPS!
I see now, it's not a question of better understanding Poser or D|S nor the UV-Mapper but how my modeling-software exports meshes. =)
I used the VERY! old Cinema4D CE+6 to make that thing and the .obj-exporter (at least of old/er C4D-versions) does some crazy things. It seems, that it not only inverts the Normals (they have always to be inverted before exporting the mesh so that they later show to the right direction), but also Y and/or Z axes of the object. So I just have to figure out how to "prepare" the mesh before exporting. (or model this kind of things from the start in Blender..;)
Thanks again!
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"I see now, it's not a question of better understanding Poser or D|S nor the UV-Mapper but how my modeling-software exports meshes. =)"
Or simply checking your model before uploading it ;)
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Tangential, 3D modelling programs have wildly differing ideas of import / export sign & axis conventions. A few small examples...
MMD PMD & PMX files may be exported, un-rigged, as OBJ/MTL from PMX Editor. But you must 'mirror' the model first, as otherwise appears swapped L/R. This may also confuse texturing...
FBX files may import 'on their face' facing 'forwards' or 'right'. This is after you've found an import scaling to get them on screen, of course, of course, ranging from ~0.5% to ~3500%...
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Hello and yes, even if I use this software since soo many years, I'm a relative Poser-noob ..
Is it possible to ADD a different UV-set or have I always to use a new geometry/.obj-file?
(I'm still using P10.)
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