Is it possible to remap the UV map of an object and keep its morphs ?
stwbcsuv_12364ebef4
Posts: 29
Hello,
I created an object .obj prop and a series of morphs for it by deforming the object and saving those new .obj's.
I can successfully load in the morphs using morph loader pro, and it works nicely.
The problem occurs when I tried to re-map the UV of my prop. I laid out a new UV map in blender with better UV coordinates to make the texture map easier to manipulate.
However now when I load in the morphs despite loading successfully applying the morph causes massive distortions to occur.
Is there a better program for remapping UV's and keeping the vertex data intact or is it just the case that both the verts and the UV coordinates need to be the same for the morphs to load properly ?
Comments
Yep, no problem at all. Try the texture atlas feature in DS. Need to add Texture Atlas "globe icon" to the toolbar from the preferences menu. TA will allows you to merge and re-arrange UV and texture map layout, however it retains groups and morphs.
There is no better program then Blender (Blender fanboy, had to say it). Did you remember to check Keep Vertex Order when importing and exporting with Blender?
Ahh... I see what the problem is - you are reloading into DAZ and seeing distortion. Was the new UV applied to morphed OBJ... you mention several exports as a result. In each case, these are just the changes to the original obj right (morph targets), not entire objs with new vertices counts? It may be that you are loading redundant polys, or refining all not just the delta in the import filter. The extent of the morph strucfture morph should only be defining the change in position of the original vertices not adding to it (change in count of vertices). In other words it could be you are loading whole props over each other not "morphing" the mesh in DS. See this: http://www.daz3d.com/forums/discussion/6728/
since this thread came up high in google when researching, here is a solution:
you want to add a custom UV map.
select figure, then object > surfaces > add UV map
use an obj from blender
once added, choose the relevant surface, and change the UV map in the shader settings.