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AniMotions :: View topic - M3 Bodysuit Morphs and Remapping OBJ file

 


M3 Bodysuit Morphs and Remapping OBJ file

 
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Aremis
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PostPosted: Fri May 07, 2004 10:41 pm    Post subject: M3 Bodysuit Morphs and Remapping OBJ file Add User to Ignore List Reply with quote

Question for those that have worked a lot with the Morphs in Mike 3 clothing ---

I remember when Doug Sturk and Maximum Impact created their Remapped M2 bodysuit, and later SFG re-released a version with the morphs re-added. I learned how to do that no problem.

Can the same be done on the M3 bodysuit? In other words, can I remapped the M3 bodysuit, and transfer the morphs over from the original character file?

I ask before I go searching for my old OS 9 (Macintosh) app to transfer morphs. Dont like searching for old stuff that I dont use anymore.
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Aremis
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PostPosted: Fri May 07, 2004 11:31 pm    Post subject: Add User to Ignore List Reply with quote

OK...Never mind. I forgot, the original Mike bodysuit did not come with morphs originally.

I remapped the OBJ file, made a new texture, and made a copy for the character file, and modified it in SimpleText. Saved.
Applied the texture to it and it worked fine.

Checked the dials, they were all still there.
Conformed perfectly to M3...no problems there either...
And the morphs all worked as they were intended.

Now...Question...I know the bodysuit cant be shared. My question is...can the Obj be shared, along with the instructions?
Since I havent shared anything since my days of using Dork, all input from my teachers would be appreciated.

Check the gallery for two quick postings to show it works well[/img]
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OrcaDesignStudios
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PostPosted: Sat May 08, 2004 9:09 am    Post subject: Re: M3 Bodysuit Morphs and Remapping OBJ file Add User to Ignore List Reply with quote

I believe it's the OBJ file that's copyrighted. You might want to check with DAZ, but I think you can use one of the free encoders, like Mover or RTE, to make the OBJ readable only to those who have the original.
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Aremis
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PostPosted: Sat May 08, 2004 9:59 am    Post subject: Add User to Ignore List Reply with quote

Someone suggested UVS, and I think thats the best idea. I can distribute the UVS with a text file how to mod the character. Not as easy to just install and run, but if smeone wants an easy mapping bodysuit, then it meets the trick.
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Kristiansaand
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PostPosted: Sun May 09, 2004 2:37 am    Post subject: Re: M3 Bodysuit Morphs and Remapping OBJ file Add User to Ignore List Reply with quote

Yup- I've done some work using a remapped V2 bodysuit, and all you really need to distribute the 'new' figure are the UVs to apply to an existing OBJ. Also, for distribution, this is a much handier method- a set of Uvs and a text file explaining how to use the remapped OBJ with the new cr2 is a very small fileset, as compared to the whole OBJ for something like the M3/V3 suits. Basically you place a copy of the original OBJ in a new folder, apply the UVs to it, and either supply a new cr2 or have a 'how to' to point an existing cr2 to this new OBJ. That way you don't affect the original item and it's materials.
Regards,
KrS
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Aremis
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PostPosted: Sun May 09, 2004 8:47 am    Post subject: Add User to Ignore List Reply with quote

Wonderful. Then that is what I shall do.)
Thanks mucho.
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Ratteler
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PostPosted: Wed May 26, 2004 10:58 pm    Post subject: Re: M3 Bodysuit Morphs and Remapping OBJ file Add User to Ignore List Reply with quote

You can also RTE Encode the remapped object to the original. Might be better way that UVS since it doesn't require knowing UV Mapper.
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Sharby
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PostPosted: Thu May 27, 2004 5:21 am    Post subject: Re: M3 Bodysuit Morphs and Remapping OBJ file Add User to Ignore List Reply with quote

If I remember right you're not allowed to redistribute any cr2's once Michael2 came out, that's why everything had to be encoded, you can share the uvs so the individual can remap and resave their original obj, but they'll also have to dupe their original cr2 and point it to the new obj file.

Or if you must send a cr2 then use objaction mover, encode the new obj to look for the old obj, rename the .cr2 as .obj then encode it to look for the old obj, then in the read me once they decode both files they need to rename the .obj back to .cr2

So I'd probably share the uvs only and say screw it, if they want the morphs they can buy them themselves, unless it's your custom morph then you can make a mor-pose file.

just my thoughts....
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Aremis
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PostPosted: Thu May 27, 2004 6:57 am    Post subject: Add User to Ignore List Reply with quote

Nah..Just gonna prep the uvs file only. Ifn they bought the suit, the morphs are there already, and work fine after using the new uvs file and moding the cr2 file.

Now gonna get complicated with it. Just want to share something that I find makes my texture creation much easier, since after I share it, I will be only creating textures that fit the remapped.

Thanks all
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