Converting Genesis 1 Geografted Prop to Genesis 2

dodgerrecordsdodgerrecords Posts: 123
edited December 1969 in The Commons

Can anyone give me any pointers on what kind of information I would need to read up on in order to do such a conversion? I assume I would need to resurface the prop to fully match up with the genesis 2 mesh, correct?

Comments

  • SickleYieldSickleYield Posts: 7,644
    edited January 2014

    I don't think it can presently be done. They don't have the same face order and geografting requires the edge faces to be identical in vert order and position to those to which it is conformed.

    Post edited by SickleYield on
  • dodgerrecordsdodgerrecords Posts: 123
    edited December 1969

    Thanks for the response, BTW I've bought quite a few of your clothing items, you rock :D

    MY understanding of geographting is that the outer edges of the prop have to match the edges where you are going to be fusing them, I could be wrong, thats just my understanding, so would it be too unrealistic to reshape and resurface the outer edges of a prop to match up with the new mesh?

  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    Thanks for the response, BTW I've bought quite a few of your clothing items, you rock :D

    MY understanding of geographting is that the outer edges of the prop have to match the edges where you are going to be fusing them, I could be wrong, thats just my understanding, so would it be too unrealistic to reshape and resurface the outer edges of a prop to match up with the new mesh?

    Thank you!

    Probably, yes. You have to understand, it's possible that you're trying to geograft something with a 13-vert edge to a 16-vert area (for instance). Subdividing won't make it match up, and you literally cannot position it accurately enough to fix it. Cutting and re-fusing the geometry would bork the UV. I guess if it was a natural count-match you /might/ be able to merge-to-last or the equivalent in a modeler, but then you'd have to for e.g. rerig a tail mesh from the Genesis version to keep the bones, and converting it would be a bit tricky.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Wouldn't actually depend on WHERE it is...because I though that most of the mesh was pretty much the same, with certain areas getting more verts, on G2?

  • dodgerrecordsdodgerrecords Posts: 123
    edited December 1969

    It's Poisins Anus for Genesis, I find it hard to believe that something so small with virtually no UV mapping couldnt be converted.

  • SickleYieldSickleYield Posts: 7,644
    edited January 2014

    It's Poisins Anus for Genesis, I find it hard to believe that something so small with virtually no UV mapping couldnt be converted.

    Still doubt it if it 's a geograft, but given it's Poisen's, he or she will probably be doing one for G2. Be stupid not to.

    Post edited by SickleYield on
  • Hiro ProtagonistHiro Protagonist Posts: 699
    edited December 1969

    It's Poisins Anus for Genesis, I find it hard to believe that something so small with virtually no UV mapping couldnt be converted.

    It would be technically possible, I think, using a 3D modelling application, but it would involve a fair amount of work. You would need to export a base mesh of G2M and the base mesh of the graft figure. If you are lucky and the edge loops have the same number of vertices you could snap the vertices of the edge loop of the graft to those of G2M using the appropriate tool and then re-import the graft figure via obj and go through the GeoGraft creation process to G2M in Studio.

    If the number of vertices are different you would have to add or delete loop(s) to the graft figure so that they have the same number before doing the above.

    I believe this particular item uses layered images to deal with seams, so the UVs may not be an issue here.

    I agree with SY that the vendor is very likely to be updating this product, and if it were me I'd be inclined to wait. I guess you could try and contact the vendor to find out.

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