UV set invalid (V4.2) - SOLVED
Hiya. . . Does anybody know the correct way to import a UV set from Blender to V4..?
Here's my problem...
I have Imported V4 into blender and made various morphs and scaled/moved the UVs accordingly, then imported those morphs to V4 in Daz. . . the morphs all works fine and all is good.
However, when i try to change the UV set (as i have done successfully with quite a few other Objects) I keep getting the error message 'The UV map selected is invalid'.
I can load the morphed obj file as a seperate object into Daz and change the UVset to my hearts content, but it doesnt matter what settings i use to export the object from Blender, I can't get the UVs to load into the original V4.
Hopefully I'm missing something simple. . . Any Ideas?
Thanks
Comments
Did you change any of the surface assignments? That is, move one or more polygons from one texture area to another? I don't know if that would break the compatibility, but it might - and it wouldn't affect morph loading which would be consistent with what you are getting.
If there is a mismatch between the objects you are transferring the UVs between then you will get this message. If you export the object from Blender then import the UVs into DAZ Studio with the target object selected via the "Load UV Set..." menu option in the Surfaces tab, then it ought to load correctly if there is no mismatch. Otherwise you should import the source object and then compare the vertex count with the target object within DAZ Studio.
Thank you both. . .
Richard. . . Originally, yes I had changed the texture image that the UV uses, but i have just retried using all original textures from v4. . . still get the same error message though...
Caymam. . . I dont know how to see the vertex count in Daz, However I have loaded the Original V4 into blender and then the morphed obj. . . and blender says both have the same number of vertices (67,619). The morph would also not load if the vertex count was different?
Infact just to test things, I have just loaded an original, unchanged by me, packaged V4 into Daz... exported into Blender... created a basic morph... scaled the UVs larger for the altered area... then Exported the UV image... and Exported model as obj file.
I then imported the morph to the original packaged V4 in Daz (The morph works fine). . . Tried loading new UVset, but still getting the same error message.
I have now exported almost twenty obj files (all of the same morph) from blender using different 'Export options' (although all have been wavefront obj's as this is how it has always worked on other objects).... In Daz I have tried Loading the UVs from each of these via...
1 - Edit > Object > Geometry > Load UV Set
and
2 - Edit > Figure > Geometry > Load UV Set
All get the same error message. . . and its getting VERY frustrating
Pete
The vertex count is in the Scene Info tab.
Have you tried just changing the UVs without morphing the object at all? That might narrow down where the problem lies.
Tschhhhhh. . . . Some things are so simple. . .
Thanks so much Cayman. . . letting me know where the vertex count in Daz is was the key... After checking that, I saw that there are in actual fact 68,498 in V4 and not 67,619. . . after pondering for a minute or two, I looked over my Daz export settings and saw that I had the 'Ignore Invisible Nodes' option checked. (I always have this option checked as I usually have other objects in the scene (a floor, hair etc) when i export so I can just hide them and export the figure.)
HOWEVER, the Eyebrows Node is also hidden by default, so I wasnt exporting that part. . . which is not a problem for creating morphs, but obviously crucial for UVs.
After clearing the scene of everthing but V4, I unchecked that option box and exported to Blender (which then also showed 68,498 vertices) . . . changed the UV and saved to obj. . . It all worked brilliantly :-)
Thanks again. . . I wouldnt have Known that if you hadnt of told me where the vertex count in Daz is. . . :-)
I've often wondered what those hidden eyebrows are for. Now I know - it's to flummox people who want to change the UVs.
Now you knoww hat works use the Save prset button in the OBJ export options dialogue to save a "Blender for UV edits" preset with ignore Hidden set to off so that you can quickly apply it as needed.
Ooo. . . good thinking Richard. . . I use the Save as preset in Blender for Importing/Exporting but for some reason I never have in Daz.
I will do from now on though cos I'm bound to forget the settings next time :)
Thanks