Polygon Group Editor Tool and Scripting for Material Zone Changes?

wancowwancow Posts: 2,708
edited December 1969 in Daz Studio Discussion

I have a question to any of you Script Guys...

Would it be possible to create a script that accesses the Polygon Group Editor for the puropose of creating new material zones?

Here's what I'm thinking, and it's a problem for anyone who has the SuperSuit (basic suit) with it's overlapping UVS.

Now the overlapping UVS are a huge problem, of course, which very much diminish the functionality of the Basic Suit, because those overlaps happen in the same material zone.

If someone created a new material zone to fix this, there's no way of distributing that fix.

Would it be possible to create a script that creates a transfer file that one, fixes the problem for others and 2, does not violate DAZ 3D's copyright, or at least would be something DAZ would be comfortable with.

It wouldn't simply be for this particular mesh, of course, but, since that basic suit is, potentially, one of the most functional things one can ask for... it would be nice to have it work properly.

Or did DAZ fix that problem? I don't think they ever did...

Comments

  • BejaymacBejaymac Posts: 1,897
    edited December 1969

    Someone released a remap for that, but staff around here made a noise, causing the person that did the remap to **** a brick and removed it, yet there is nothing in a UV Mapper UVS or a DSON DSF UV Asset file that someone can use to get a mesh out of, that's the whole point of those two formats, you need the bloody mesh before you can use them.

  • wancowwancow Posts: 2,708
    edited December 1969

    I'm just hoping for a solution. What I'm hoping for is something that will allow this work to go from one user to another: http://www.youtube.com/watch?v=mr6kk9dAEss

  • BejaymacBejaymac Posts: 1,897
    edited December 1969

    TBH it really needs remapped, as going by what I see in Randy's video the front and back are out of scale with each other, this will make getting textures to match across the seams a real PITFA.

    Problem with what Randy did was he saved it with "Figure/Prop Asset", which basically gives you two copies of the basic suit, and I don't just mean DUF file, there will be a second set of DSF asset files in the data folder, and I'm not sure if DAZ will allow that to be RTE'd for distribution.

    You can save it as either a scene DUF or scene subset DUF, and the new surface grouping will be saved in them, while you will need the suit to be able to load the DUF files, there is a fair bit of mesh data stored in them, possibly enough for DAZ to have a hissy fit over.

  • Richard HaseltineRichard Haseltine Posts: 102,205
    edited December 1969

    The problem is that you need a new set of geometry for the new UV regions - if it was just a new mapping within the existing regions a UV Asset would do the job and could be shared. Scripting does have access to the grouping, so I think a script could do the job but it would have to be hand-written.

  • WilmapWilmap Posts: 2,917
    edited April 2013

    I re-UV mapped the basic supersuit but had to save a new object which unfortunetly can't be given to anyone else. I can texture my own copy, but that's all.

    Post edited by Wilmap on
  • JaderailJaderail Posts: 0
    edited December 1969

    There is a Vid on YouTube to get each Mat zone saved out as a Diff File from the built in UV's. Is that not allowed for sharing?

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    The problem is that you need a new set of geometry for the new UV regions - if it was just a new mapping within the existing regions a UV Asset would do the job and could be shared. Scripting does have access to the grouping, so I think a script could do the job but it would have to be hand-written.

    It's possible to simply remap the UV's alone though while retaining the existing surfaces. Would something like this be distributable without incurring the wrath of copyright infringement? If so, it might be worth my time to remap them at some point so that textures can be more easily applied.
  • Richard HaseltineRichard Haseltine Posts: 102,205
    edited December 1969

    Yes, if it's complete remap; just save a UV Asset in File>Save as>Support Asset. The problem with the previous mapping was that it used the DAZ UVs, and we had to say that permission was needed to share those.

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    Yes, if it's complete remap; just save a UV Asset in File>Save as>Support Asset. The problem with the previous mapping was that it used the DAZ UVs, and we had to say that permission was needed to share those.

    Handy to know. Thanks for the headsup.
Sign In or Register to comment.