Can you copy/paste uv mapping?

Oso3DOso3D Posts: 15,053

With attempting to use geografts, a problem I've run into is that in Carrara once I weld one object with the base skin, the UV map of the skin is changed. Can't figure out a way to keep that from happening.

So my question is, if I have, say, a bit of Neck that I'm grafting onto, is there some way I can copy the 'right' UV map information from a fresh figure?

If not in Daz Studio, anyone know some free/cheap app that does this?

 

Comments

  • can you load an original of the object under surfaces on the geograft in D|S under the import UV options box of lines in corner and create a new UV?

  • can you load an original of the object under surfaces on the geograft in D|S under the import UV options box of lines in corner and create a new UV?

    Importing UVs in DS requires a match in the polygons, not just the vertices as with a morph.

  • but if its geografted it would not have those additional polygons as the figure would grab them, just guessing 

  • MistaraMistara Posts: 38,675

    i convert the geografts to regular conforming items, like the pro bits and creature legs.

    works a treat in carrara then.

  • MistaraMistara Posts: 38,675

    where oes ds stores the u wrap uv setting  ?  (not tiling) 

  • MistyMist said:

    where oes ds stores the u wrap uv setting  ?  (not tiling) 

    You mean for UDIMs? It's part of the UV mapping, so I assume it's in the UV asset.

  • Oso3DOso3D Posts: 15,053

    How do I copy uv maps assuming everything works?

    Just spent an hour trying to figure this out and look it up, but, well. Usual thing.

     

  • MistaraMistara Posts: 38,675
    MistyMist said:

    where oes ds stores the u wrap uv setting  ?  (not tiling) 

    You mean for UDIMs? It's part of the UV mapping, so I assume it's in the UV asset.

     

    i looked in there >.<, thought it might be a boolean value, set to true, 
    mebbe, could give more of a hint?

    for example, the muscle car in yesterdays fastgrab, u wrapped.
    does it come from the modelling s/w they using?

  • Oso3DOso3D Posts: 15,053

    I'm wondering if 'import UV' is 'load uv set.' If so, where do I look for uv sets?

    (Again, bunch of searching of wiki and google and no info)

     

  • MistaraMistara Posts: 38,675

    I'm wondering if 'import UV' is 'load uv set.' If so, where do I look for uv sets?

    (Again, bunch of searching of wiki and google and no info)

     


    i think yoo import from .obj.  

    is not like exporting uvs from uvmapper classic and then importing the .uvs file to ds.

    you'ds use uvmapper to import the uvs to your target obj,

    and then, import the obj with new uvs into ds

  • MistaraMistara Posts: 38,675

    any geograft in particular?  some things need extra steps.

     like the minotaur 6 legs.  i made it into conforming boots, but then the showing part of g2m's thigh needed hiding

     

  • Oso3DOso3D Posts: 15,053

    I'm making a geograft. And I realized, belatedly, that the UV map I had used for the neck was Michael 4, which... isn't a very common map.

    I can do funky stuff with geometry shells, but I'd much rather simply update the UV map to something like M5/V5.

     

  • Yes, loading a UV set requires an OBJ with the desired mapping

  • Oso3DOso3D Posts: 15,053

    Oh, so it's ANY object with the right mapping. That's what I wasn't getting, I thought there was some special 'uv set' thing.

    Duh. ;)

     

  • Oso3DOso3D Posts: 15,053

    And I still can't find it. Where are the obj files for Genesis/G2M/etc stored?

     

  • surfaces the lined box in the corner, yes its a silly place > <

  • Oso3DOso3D Posts: 15,053

    Oh I'm an idiot. Just export an obj. Duh.

    But, alas, my hope was dashed.

    So I was hoping that if the one surface had the right polygons, I could load the UV set. But nope, all the polygons have to be right, regardless. Which I suspected was the case.

    Blast it.

     

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