Swapping UVs

I am trying to edit the UV map on a clothing item because, while the item itself is well done, the UV maps are terrible, so I set the resolution level to base, subD level to 0 and export the item as a wavefront obj. I then import that object into blender, make changes to the UV map and save the object out as a new wavefront object. Then back in Daz, I go to surface, then to the menu and "load UV set" and select my object, give the new UV map a name and all I get is "The UV map selected is invalid." How do I do this? Why is this map invalid? It should have the same exact vertices/faces as the original object.

Comments

  • margravemargrave Posts: 1,822
    edited December 2021

    When importing and exporting, did you flag "Keep Vertex Order" both times?

    Post edited by margrave on
  • I wasn't before, buit I just did it with "Keep vertex order" selected for both the import and export from Blender and I still get the same "The UV map selected is invalid". I didn't even touch the UVs this time, I just imported to Blender then exported immediately.

  • margravemargrave Posts: 1,822

    What export preset are you using?

    I just tried it with the "Blender" preset with the scale adjusted to 100% instead of 2%, and it worked fine. One possibility is that, whatever preset you're using is changing the axis, so the model is being re-imported with a 90 degree rotation.

  • I am using the Blender preset as is, but it DOES still import the asset "laying down". I have adjusted the XYZ orientation during export from Daz so it loads in Blender the right way up, but still, I get Invalid Map. I don't think the orientation should have anything to do with this at all if I am using the "keep vertex order", otherwise, what is it keeping the order of if a simple axis change can screw things up? I guess I don't understand why this doesn't just "work". I don't have problems like this with any other software except for Daz.

  • margravemargrave Posts: 1,822

    It "just works" for me, and I kept the axis exactly as it is inside Daz Studio.

  • So, I simplified. I stopped trying with the FG hoodie and just tried with a simple sphere, and it worked fine. There must be something special about this clothing item that is causing problems, but I'm not even sure what to look at. It has 4 or 5 separate materials on it, but they all use the same UVs.

  • Catherine3678abCatherine3678ab Posts: 8,339
    edited December 2021

    In the .obj export options from D/S check "no groups" ;-)

    Post edited by Catherine3678ab on
  • Catherine3678ab said:

    In the .obj export options from D/S check "no groups" ;-)

    I assume you mean to uncheck the "Write Groups" option. That has no apparent effect on this. As I mentioned in my last post, I got it to work just fine with a sphere (With Write Groups checked), it's just this piece of clothing that is having issues as far as I can tell.

  • margravemargrave Posts: 1,822

    scienceofspock said:

    I assume you mean to uncheck the "Write Groups" option. That has no apparent effect on this. As I mentioned in my last post, I got it to work just fine with a sphere (With Write Groups checked), it's just this piece of clothing that is having issues as far as I can tell.

    I have the product too, so I decided to test it out. It didn't work for me either, even with Keep Vertex Order enabled. When I took a look at the log file, it said "Facet Count Mismatch".

    Sure enough, enabling Scene Info in Daz Studio shows a face count of 21,341, but as soon as you import it into Blender the face count drops to 21,308, thus causing the mismatch and preventing the object from being used as a UV set.

  • jestmartjestmart Posts: 4,449

    Read the group options carefully.  There is one option that will split the mesh at the groups thus changing vertex count and order.

  • margravemargrave Posts: 1,822

    jestmart said:

    Read the group options carefully.  There is one option that will split the mesh at the groups thus changing vertex count and order.

    The vertex count remains the same no matter what. It's only the number of faces that change. 

  • scienceofspock said:

    Catherine3678ab said:

    In the .obj export options from D/S check "no groups" ;-)

    I assume you mean to uncheck the "Write Groups" option. That has no apparent effect on this. As I mentioned in my last post, I got it to work just fine with a sphere (With Write Groups checked), it's just this piece of clothing that is having issues as far as I can tell.

    A sphere does not have any groups ;-)

    A piece of clothing has as many groups as required for all the bones it has.

  • Catherine3678abCatherine3678ab Posts: 8,339
    edited December 2021

    margrave said:

    jestmart said:

    Read the group options carefully.  There is one option that will split the mesh at the groups thus changing vertex count and order.

    The vertex count remains the same no matter what. It's only the number of faces that change. 

    No. No change the number of anything, for a morph, just move them to different locations. Same rules apply for making new uvmaps. Rearrange the placement of the existing uvmap OR make an entirely new uvmap, that's okay ... but NO changes to the number of lines, points or faces of the mesh.

    Post edited by Catherine3678ab on
  • margravemargrave Posts: 1,822

    Catherine3678ab said:

    No. No change the number of anything, for a morph, just move them to different locations. Same rules apply for making new uvmaps. Rearrange the placement of the existing uvmap OR make an entirely new uvmap, that's okay ... but NO changes to the number of lines, points or faces of the mesh.

    You misunderstand.

    The export-import process is changing the number of faces, which is why it can't be re-imported as a UV set. Somehow thirty-odd polygons go missing, despite having the same vertex count.

  • Catherine3678abCatherine3678ab Posts: 8,339
    edited December 2021

    margrave said:

    Catherine3678ab said:

    No. No change the number of anything, for a morph, just move them to different locations. Same rules apply for making new uvmaps. Rearrange the placement of the existing uvmap OR make an entirely new uvmap, that's okay ... but NO changes to the number of lines, points or faces of the mesh.

    You misunderstand.

    The export-import process is changing the number of faces, which is why it can't be re-imported as a UV set. Somehow thirty-odd polygons go missing, despite having the same vertex count.

    I sure did then. On the export out from D/S there are a few boxes to have unchecked. 

    Try this one: D/S settings plus unchecked the groups.

    try this one.png
    576 x 654 - 108K
    Post edited by Catherine3678ab on
  • Catherine3678abCatherine3678ab Posts: 8,339
    edited December 2021

    Then there is one or two setting(s) in Blender that have to be set a certain way for importing and then for exporting. I'm not the Blender expert and don't remember what they were. But it goes along the lines of telling Blender not to do anything with the mesh coming in and going out.

    Post edited by Catherine3678ab on
  • margravemargrave Posts: 1,822

    Catherine3678ab said:

    Then there is one or two setting(s) in Blender that have to be set a certain way for importing and then for exporting. I'm not the Blender expert and don't remember what they were. But it goes along the lines of telling Blender not to do anything with the mesh coming in and going out.

    It's Keep Vertex Order.

    But we've been over the usual stuff, and none of it works for this particular mesh. 

  • margrave said:

    Catherine3678ab said:

    Then there is one or two setting(s) in Blender that have to be set a certain way for importing and then for exporting. I'm not the Blender expert and don't remember what they were. But it goes along the lines of telling Blender not to do anything with the mesh coming in and going out.

    It's Keep Vertex Order.

    But we've been over the usual stuff, and none of it works for this particular mesh. 

    Precisely what is this particular mesh. If it's a freebie OR if I own the product I can check if it'll work to/fro Hexagon.

  • I do not own that one.

    I suspect that there are separate pieces of mesh making the garment and that could cause the problem.

    Idea: Load ONLY the hoodie in D/S. Base resolution. NO textures. Send it over the bridge to Hexagon. Export it out of Hexagon and use that obj in Blender. Export out from Blender the new .obj. For uvmaps export size of .obj doesn't matter. In D/S try loading the uvset to the base resolution Hoodie.

     

     

  • jestmartjestmart Posts: 4,449

    Does it use geografts?

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