How do you access the OBJs folder in Windows (along with texture issues)?

kyoto kidkyoto kid Posts: 41,209

...OK I would like to install a few freebie .obj files but cannot access the ,OBJs folder in windows for some reason.  It shows up in the main directory tree but doesn't in Windows. The Install manager won't work as it the items are Daz products, but from Turbosquid.  I tried making a separate one to put into my freebies folder but kept getting a warning that it didn't have a "runtime" format. When I opted to put it in, closed Daz, reopened it, and went to Preferences but that folder didn't show up.  

Perplexed as I was able to do this before.

Post edited by kyoto kid on
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Comments

  • File > Import > select the .obj file, etc.

  • kyoto kidkyoto kid Posts: 41,209

    ....that just imports it into the workspace. (and not at the 0,0, 0,0, 0,0 ordinates). 

    I was looking for a way to get a .obj file moved into the OBJ's folder  under "Other Import Formats" 

    Before the HDD crash over a year ago, I had a separate .OBJ's folder where I could "install" objs simply by moving them there in Windows so I didn't have to import from an external source each time.

  • NorthOf45NorthOf45 Posts: 5,541

    I made a separate folder in a different library path for external OBJ's, then mapped it in Content Directory Manager under Other Import Formats. The OBJ;s then show in Studio no problem. Opening one automatically opens the OBJ Import dialog.

  • kyoto kidkyoto kid Posts: 41,209
    edited March 2020

    ...There is already one showing in Preferences/Content/Content Directory Manager and in the content tab, but I cannot find it in Windows under the DAZ3D folder. where it should be.  The only folders I see are:

    Freebies (my freebie installation folder)
    Studio (which holds my saved scenes and presets)
    Studio3 (which I still use for some older content that is no longer supported)
    Studio4, (which has the main Daz and Poser library)

    I see nothing there labelled "Other Import Formats" It is mapped in the Daz programme but not Windows for some reason.

    Where did you put your OBJ folder?

    Post edited by kyoto kid on
  • NorthOf45NorthOf45 Posts: 5,541
    edited March 2020

    Doesn't really matter where, as long as it is separated from the other stuff, I guess. It can be in the same folder structure as all the rest, a separate top-level tree, or even a different drive. I actually made a temporary location because I was chopping up some props and needed a place to hold the pieces. Specifically, a library folder called "E:/[myusername]/DAZ 3D Studio/My Other Formats", then a folder called OBJ for the content. I map the library folder (.../My Other Formats), and in Studio the OBJ folder shows up as "Other Import Formats -> My Other Formats -> OBJ". No warnings, just select the folder in Content Directory Manager (Other Import Formats -> Directory: Add... browse to and select library folder). The actual path is a little long, but that helps to keep it in line with other libraries and folders. Anyway, it's easy to move if you change your mind later.

    Other Import Formats Studio.jpg
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    Other Import Formats CDM.jpg
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    Post edited by NorthOf45 on
  • kyoto kidkyoto kid Posts: 41,209

    ...OK thanks that worked.  Just couldn't remember how I did it years ago.  Now I have to figure out why it doesn't load with the textures (just as an untextured object) even though I also downloaded the materials file.  Both the Read Textures and Read Material Library files boxes are checked and the texture file is in the same folder with the mesh. 

  • NorthOf45NorthOf45 Posts: 5,541

    I just had the same problem with the materials. Then I remembered I had saved it as 3DL, and I had Iray as the default render engine, so importing tries to use Iray materials. Switched to 3DL and the materials loaded properly, but not until I changed the absolute path in the .mtl file, which was pointing to my old library location. The fun never stops...

  • kyoto kidkyoto kid Posts: 41,209
    edited March 2020

    ..I can't even get it to load in the viewport with the materials in open GL.  For the textures the item included a.psd file named "Create Board" (not sure what this is for) and 5 .jpg files for the various textures.  I moved them all into the same folder with the mesh like I always have done but it keeps loading in grey.   Never had this happen before when textures are supplied.   

     

    Post edited by kyoto kid on
  • NorthOf45NorthOf45 Posts: 5,541

    Well, that's about the limit of my experience with Other Formats. I'm sure other users know more...

  • kyoto kidkyoto kid Posts: 41,209
    edited March 2020

    ..thank you though.  

    When I tried to apply the textures using the Surfaces tab (was just going to save as a materials preset afterwards), I noticed there were no separate material zones, so when selecting any one file, it will be applied to every surface.of the item (a skateboard).  For example, if I use the one for the board top, it also ends up on the trucks and wheels even though there are separate texture files for those (and I'd likely use some of Mec4D's Iray textures for those but again having no mat zones means those won't work either). 

    There are a couple skateboards in the Daz store but they tend to be included as part of another product, not a standalone prop.  I just need a contemporary pro styled skateboard like you see on ESPN's X-Games..  

    Post edited by kyoto kid on
  • It sounds as if the obj file has been created with a single UV map. Take a look under the 'UV Preview' option, and that will show you the texture template for the obj file you have imported. If sensibly mapped you'll be able to recognise the different parts of the model. If not, it may well be worth importing the obj file into a texture mapping package & re-map yourself.

    Anyway, if it's only showing up one material zone, you're probably best advised to take it into a modeller & apply your own material zones yourself regardless of whether there is a texture mapping issue. I know it can be done in DS (forgotten how, don't do it often) but it's not as efficient as in a modeller.

    Regards,

    Richard

  • NorthOf45NorthOf45 Posts: 5,541

    It is easy enough to do with the Geometry Editor tool. Select the appropriate polys and create a surface from them. Save as a scene subset to preserve the new info, or save as a prop asset to get it into Studio-native format. No more importing, and easy to customize later with material presets.

  • BejaymacBejaymac Posts: 1,897

    DS doesn't like spaces in "pathways" it's trying to import, it sees them as separators and stops reading the rest of the line, and knowing just how lazy/stupid model makers can be odds are your model probably has several surface zones listed, all named similar to "Material 01", "Material 02" etc. The spaces means that all DS sees is "Material" and clumps all of the surface zones into one called (you guessed it) Material.

    Remedy is to edit both OBJ and MTL in a decent text editor and replace the spaces in the surface names with an underscore.

  • kyoto kidkyoto kid Posts: 41,209
    edited March 2020

    It sounds as if the obj file has been created with a single UV map. Take a look under the 'UV Preview' option, and that will show you the texture template for the obj file you have imported. If sensibly mapped you'll be able to recognise the different parts of the model. If not, it may well be worth importing the obj file into a texture mapping package & re-map yourself.

    Anyway, if it's only showing up one material zone, you're probably best advised to take it into a modeller & apply your own material zones yourself regardless of whether there is a texture mapping issue. I know it can be done in DS (forgotten how, don't do it often) but it's not as efficient as in a modeller.

    Regards,

    Richard

    ..unfortunately Hexagon's UV mapping leaves a bit to be desired and not quite up to speed with Blender 2.82 yet.  Still learning the rudiments of modelling there. The only way to do it in Daz is using the Geometry Editor mentioned in the quote below.

    NorthOf45 said:

    It is easy enough to do with the Geometry Editor tool. Select the appropriate polys and create a surface from them. Save as a scene subset to preserve the new info, or save as a prop asset to get it into Studio-native format. No more importing, and easy to customize later with material presets.

    ...but extremely tedious considering this is a fairly high poly item and the truck and wheel assemblies are somewhat complex with hidden areas due to the board so I would also have to make the board (invisible using the editor as well.. 

    Bejaymac said:

    DS doesn't like spaces in "pathways" it's trying to import, it sees them as separators and stops reading the rest of the line, and knowing just how lazy/stupid model makers can be odds are your model probably has several surface zones listed, all named similar to "Material 01", "Material 02" etc. The spaces means that all DS sees is "Material" and clumps all of the surface zones into one called (you guessed it) Material.

    Remedy is to edit both OBJ and MTL in a decent text editor and replace the spaces in the surface names with an underscore.

    ...unfortunately when I convert it into a .txt file to do so all I see is a long list of numbers with no indication as to what they relate to. I wouldn't know where to begin.

    Post edited by kyoto kid on
  • BejaymacBejaymac Posts: 1,897

    The files are ascii which means they will open in any decent text editor, preferably a text editor that has find/replace functions.

    Try the MTL first, what you are looking for are lines that start "newmtl", the name that comes after it is the surface zone name.

    In the OBJ you are looking for lines that start "usemtl", the names that come after it should match the ones in the MTL, be warned there will likely be a large number of them.

  • To have an .obj load at 0,0,0 requires that it be made first at those coordinates in the modeler, so if washing it through one, that's the time to reposition it.

  • BejaymacBejaymac Posts: 1,897

    Actually managed to log into turbosquid as I haven't been here in years, hopefully this mesh is a freebie, if it is then point me at it and I'll take a look at it for you.

  • kyoto kidkyoto kid Posts: 41,209
    edited March 2020

    ...it is. it's the one with the British and US flag designs on it 

    I actually found I had one (sort of by accident) in an old K4 clothing set.  Had to mess with the LIE a lot to apply one of the Turbosquid textures for the board for the time being.

    Here is the link 

    https://www.turbosquid.com/3d-model/free/skateboard

    Post edited by kyoto kid on
  • BejaymacBejaymac Posts: 1,897

    No MTL so no surface settings, the OBJ was exported out of a very old version of MAX (2001 MAX2OBJ exporter) so no surface zones defined in it either.
    Fortunately it does have seven mesh groups, so they can be used to create surface zones.

    First thing importing, because this came from MAX you don't want to use the 3DS MAX import settings in DS, the mesh will load inside out and mirrored if you do that. Instead use the Cinema 4D settings, the mesh will load with the board pointing up, but that's better than having the normals pointing inside and the UV's reading backwards.

    With the mesh in DS and selected open the Tool Settings tab, and from the drop down menu in it select Geometry Editor.

    Under Face Groups you will see the seven groups I mentioned earlier, under Surfaces all you will see is "default", double left click on the word default and you can change it's name, keep it simple and give it the same name as the first Face Group ie BOARD_BASIC.

    Click on the + next to Face Group TRUCK01 to select those faces, now right click on the word Surfaces to open a small menu with two options, choose the "Create Surface from Selected" one, a small popup will appear where you can type the name of the new Surface, click Accept to create it, once created click on the - next to it to deselect those faces.

    Now it's a case of rinse and repeat to create the rest.

    After you finish you might want to reposition the mesh rather than have it pointing up, then export it using the DS OBJ settings to lock it to that position.

  • It may just be me, but I always find it useful to try to understand a format, if I can (in other words, if it's a text file).

    A good description is shown here: http://paulbourke.net/dataformats/obj/. The most commonly found parts in an obj file are:

    v  vertexvt texture vertexo  objectg  groupnewmtl  new materialmtllib  material library filef  facet

    A miniimal file is shown here: http://paulbourke.net/dataformats/obj/box.obj, and it should be possible to use the article and file to start to understand how the format works and apply that knowledge to your skateboard file and any future problem files.

  • kyoto kidkyoto kid Posts: 41,209
    edited March 2020
    Bejaymac said:

    No MTL so no surface settings, the OBJ was exported out of a very old version of MAX (2001 MAX2OBJ exporter) so no surface zones defined in it either.
    Fortunately it does have seven mesh groups, so they can be used to create surface zones.

    First thing importing, because this came from MAX you don't want to use the 3DS MAX import settings in DS, the mesh will load inside out and mirrored if you do that. Instead use the Cinema 4D settings, the mesh will load with the board pointing up, but that's better than having the normals pointing inside and the UV's reading backwards.

    With the mesh in DS and selected open the Tool Settings tab, and from the drop down menu in it select Geometry Editor.

    Under Face Groups you will see the seven groups I mentioned earlier, under Surfaces all you will see is "default", double left click on the word default and you can change it's name, keep it simple and give it the same name as the first Face Group ie BOARD_BASIC.

    Click on the + next to Face Group TRUCK01 to select those faces, now right click on the word Surfaces to open a small menu with two options, choose the "Create Surface from Selected" one, a small popup will appear where you can type the name of the new Surface, click Accept to create it, once created click on the - next to it to deselect those faces.

    Now it's a case of rinse and repeat to create the rest.

    After you finish you might want to reposition the mesh rather than have it pointing up, then export it using the DS OBJ settings to lock it to that position.

    ....when I double click on "default" in the surfaces tab, all it does is open the parameters instead of letting me rename it.  Also, if I typo one label, I am unable to delete it or correct the error which means having to delete the item re-import it, and start all over again as I imagine I have to use the exact same zone names to get the textures to load properly.

    ETA

    After finally getting the zones set up in the Surfaces tab with the correct names, when I selected a particular zone (like "TRUCK01") and then clicked browse to get to the material file for it, then applied the materials, nothing happened.  DO I have to actually manually select all the polygons as well and assign them?  That would be extremely difficult (particularly for the wheels and axles on the trucks) because of how close some surfaces are to others.

    Post edited by kyoto kid on
  • NorthOf45NorthOf45 Posts: 5,541

    When selecting polys, take what you are sure belong to a particular surface. If the different parts aren't all welded together, you can select connected (ctrl-*). If that selects the parts you want, great. If that just selects the whole prop, that's not the way, but you can assign polys incrementally to a surface after you have created it, or part of it. Once the surface group is created with at least some of the ploys, hide it, and then you can go in behind where they used to be and get inside the nooks and crannies and add more to the same surface. To hide the newly added polys, you have to unhide the surface, then hide it again. If something else gets in the way, make a new surface for that section, and hide it. You might have to switch back and forth a few times to get all the bits and pieces, but with patience it will get done. Don't forget to save as you progress.

  • kyoto kidkyoto kid Posts: 41,209

    ...I've done that before, just too tedious and frustrating to keep going back and forth so much particularly when you make a mistake. Better to go back looking for a different ,obj version that is actually set up properly so the materials load in with the mesh.  

  • SpottedKittySpottedKitty Posts: 7,232
    Bejaymac said:
    First thing importing, because this came from MAX you don't want to use the 3DS MAX import settings in DS, the mesh will load inside out and mirrored if you do that. Instead use the Cinema 4D settings, the mesh will load with the board pointing up, but that's better than having the normals pointing inside and the UV's reading backwards.

    I've managed to work out a quick fix for this; I collect spaceship models made for the Celestia astronomical viewing program, most of the meshes that aren't in Celestia's own file format are .3ds files.

    • I usually convert to .obj format with Poseray. Export with "use texture folder paths" turned off, this cuts down on (but doesn't quite get rid of) the usual conversion glitch where the matching .mtl file ends up with bad texture folder paths.
    • Make sure the textures and new .obj and .mtl file are in the same folder. Copy this folder into your /Runtime/Geometries/ or /Runtime/Textures/ folder, whichever you prefer.
    • Import the new .obj into D|S. You might need to fiddle with the import dialog X/Y/Z and scale settings to get it to appear the right way up and something close to the right size.
    • Convert the materials to Iray if you want to; this will usually make the whole thing turn black with the inverted normals.
    • Select the imported mesh. Switch to the Geometry Editor tool. Right-click on part of the mesh and select Geometry Selection>Select All from the menu. Everything will be highlighted with orange sparklies.
    • Right-click again, select Geometry Editing>Flip Normals. Any existing applied textures/diffuse colours will reappear.

    Everything's back to normal again, you can go ahead and fix the textures then save as a prop asset as you usually do.

  • kyoto kidkyoto kid Posts: 41,209

    ..,the issue with this is it was the ,obj version (one of three formats available) so no conversion should have been necessary. It loaded into Daz fine, albeit without the materials.  I have no idea what the "Create Board" PSD file was supposed to do as when I opened it in PSP, all it was was the UK flag image and UV map for the top edges and bottom of the board.  

  • BejaymacBejaymac Posts: 1,897
    edited March 2020

    @ SpottedKitty, UUGGHH!! 3ds, is that still the same tri-poly truncated format it's always been or have they finally upgraded the PoS.

    Dealing with it depends on the users knowledge, take a look at the attached image, that's this skateboard as it loads into DS using the 3DS MAX preset, it's black because I run with backface lighting turn off, the default is on. Like this most would just rotate the mesh completely oblivious to the fact it's inside out and mirrored, in this case simply setting Y scale to -100% will flip it, Ctrl+D to snap it to the grid and export to OBJ using the DS export preset, that will lock those changes into a new mesh, one that can be loaded using the DS import preset.

    @ kyoto kid, not sure where the wires got crossed, those instructions I gave in my last post were written as I was creating the surfaces. Only thing I can think of is you don't use the geometry editor very much (if at all), where as I use it regularly and use every short cut going to cut down on the amount of farting about you can end up doing with it.

    Easiest way would be for me to give you the "fixed" version I have, hopefully this link will take you to my OneDrive, Link removed

    It's just the OBJ so when importing use the Daz Studio import preset.


    That PSD is a set of layers to help with making custom designs for the board, it has a UV layout, scratches layer, bolt head layer as well as a layer for the new design.

    Untitled-1.jpg
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    Post edited by Richard Haseltine on
  • Doc AcmeDoc Acme Posts: 1,153
    kyoto kid said:

    ..,the issue with this is it was the ,obj version (one of three formats available) so no conversion should have been necessary. It loaded into Daz fine, albeit without the materials.  I have no idea what the "Create Board" PSD file was supposed to do as when I opened it in PSP, all it was was the UK flag image and UV map for the top edges and bottom of the board.  

    Kyoto Kid, since it's a free object, post a link if you'd like I & I can take a look at the file.  I've full blown Polytrans so should be able to suss out the issue.

     

  • kyoto kidkyoto kid Posts: 41,209
    edited March 2020

    ..thanks but don't want to put you through the trouble as I found out that the model has broken polys when I imported it using both the Hexagon and C4D formats.  Like I mentioned i found one with a K4 clothing set I forgot I had.  Works OK in a pinch (a bit smaller than I like and adjusting the scale makes the wheels look like the old Polyurethane ones from the early 80s) until I find a better constructed one (even if it has a price as long as that isn't too steep and the materials work when loading it).

    Post edited by kyoto kid on
  • Richard HaseltineRichard Haseltine Posts: 102,398

    Please bear in mind that an item may be free to download/render without being free to redistribute. Always check the terms in th read me; if it doesn't give permission to X then you can't X it

  • Doc AcmeDoc Acme Posts: 1,153

    Please bear in mind that an item may be free to download/render without being free to redistribute. Always check the terms in th read me; if it doesn't give permission to X then you can't X it

    Certainly Richard.  Just easier to examine something in software rather than in words.

     

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