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Joined: May 31, 2002 Posts: 846 Location: Ottawa Ontario Canada
Posted: Fri May 07, 2004 10:41 pm Post subject: M3 Bodysuit Morphs and Remapping OBJ file
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.
Joined: May 31, 2002 Posts: 846 Location: Ottawa Ontario Canada
Posted: Fri May 07, 2004 11:31 pm Post subject:
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]
Joined: Jun 10, 2002 Posts: 769 Location: Ontario, Canada
Posted: Sat May 08, 2004 9:09 am Post subject: Re: M3 Bodysuit Morphs and Remapping OBJ file
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. _________________ Jim Harnock - ODS
www.OrcaDesignStudios.com
Joined: May 31, 2002 Posts: 846 Location: Ottawa Ontario Canada
Posted: Sat May 08, 2004 9:59 am Post subject:
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. _________________ =============================
New World Media/Muskateer Graphics
~Live the dream, experience the nightmare
=============================
Posted: Sun May 09, 2004 2:37 am Post subject: Re: M3 Bodysuit Morphs and Remapping OBJ file
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
Joined: May 31, 2002 Posts: 846 Location: Ottawa Ontario Canada
Posted: Sun May 09, 2004 8:47 am Post subject:
Wonderful. Then that is what I shall do.)
Thanks mucho. _________________ =============================
New World Media/Muskateer Graphics
~Live the dream, experience the nightmare
=============================
Joined: May 30, 2002 Posts: 487 Location: Ohio - USA
Posted: Thu May 27, 2004 5:21 am Post subject: Re: M3 Bodysuit Morphs and Remapping OBJ file
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.
Joined: May 31, 2002 Posts: 846 Location: Ottawa Ontario Canada
Posted: Thu May 27, 2004 6:57 am Post subject:
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 _________________ =============================
New World Media/Muskateer Graphics
~Live the dream, experience the nightmare
=============================
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