Need with getting a uv map

There was a new freebie uploaded on sharecg during the night (well my night anyway...lol).  This freebie is very basic but is a pp2 file, no obj.  Is there a way to get a uv map from it even though it has not been mapped and is a pp2 file?

The folder has three items in it, xmp, pp2 and png. if that is of any help in getting it mapped so I can have a template.

 

On the flip side, is there a way to see the rigging of something loaded in Daz?

Comments

  • BeeMKayBeeMKay Posts: 7,019

    This sounds like your freebie is a texture pack for an existing item.

    What is the name of the freebie?

  • JimmyC_2009JimmyC_2009 Posts: 8,891
    edited October 2015

    There was a new freebie uploaded on sharecg during the night (well my night anyway...lol).  This freebie is very basic but is a pp2 file, no obj.  Is there a way to get a uv map from it even though it has not been mapped and is a pp2 file?

    The folder has three items in it, xmp, pp2 and png. if that is of any help in getting it mapped so I can have a template.

     

    On the flip side, is there a way to see the rigging of something loaded in Daz?

    Can you load the PP2 file in DAZ Studio.   PP2 is a Poser prop file, and the OBJ information may be embedded in it (it used to be done that way sometimes).   If you can load it into DAZ Studio, then you can select a surface of the item, then in the Viewport, change to 'UV View' and that will show you the UV map if there is one.   But you MUST have a surface selected, not just the object.

    If there is no UV map, then you can select the object in the Scene pane, and export it a an OBJ file, and create a UV map in other software like Blender or (free) UV Mapper.

     

    Post edited by JimmyC_2009 on
  • Faeryl WomynFaeryl Womyn Posts: 3,737
    edited October 2015

    The item is here, a poser and daz version, checked both and the files are the same.

     

    http://www.sharecg.com/v/82541/browse/21/DAZ-Studio/COF-Morphing-Strip-Cloth-DS-Version

     

    I will try your method Jimmy...the creator said it was not mapped and only take shaders, so will take a look and hope it works.  I want to use the rigging and morphs it has but I want to make textures for it and it's current set up will not allow that...lol

    Post edited by Faeryl Womyn on
  • SickleYieldSickleYield Posts: 7,649

    Yep, exporting it to obj and importing to a modeler or UVMapper is the best way.

  • Faeryl WomynFaeryl Womyn Posts: 3,737

    Ok exporting to hex does not save the rig and morphs, have to try something else.

  • MattymanxMattymanx Posts: 6,996

    There is a free Geometry Stripper here - http://www.vanishingpoint.biz/freeitemdetail.asp?FreeItemID=421 - WINDOWS ONLY!

     

    It will read a PP2 and save out a seperate OBJ and a new PP2.  Only thing to keep an eye on in the new PP2 file is the file path it creates to the OBJ.  I normally create the geometry path manually and move the original PP2 there and then run it through the stripper so that they file path created in the new PP2 does not need to be fixed afterwards.   Then I move the new PP2 to where I want it, pack it up and toss it in my runtime.

  • Faeryl WomynFaeryl Womyn Posts: 3,737

    LOL Yup someone at another site suggested it and it worked like a charm, just could not get the item to take textures and transmaps properly.  Someone suggested making my own, should be simple enough for being such a simple item. I just have no clue how to do a rig.  I look at my tools tabs and my jaw drops...lol  Have no idea what to click on to get started...lol

    I only have about 2 weeks of internet left before roomie moves and I can't afford it by myself right now (we shared the cost), so I have to get a head start on rigging before that happens. I have lots of saved video's, web sites pages and documents.  Just going brain dead every time I tried to read...lol

    Thank you everyone for trying to help me.

  • j cadej cade Posts: 2,310

    You don't need the rig and morphs to UV it. export the object, uv it and save the fixed object. Then you can import the uvs you created onto the original object in Studio in the surfaces tab. From there you can resave the object in Daz

     

    (TBH I'm not sure the best way to save it would be, If your're not going to be using it in poser than I would do save as>support asset>figure prop and save at as a .duf. I'm not sure how onew would go about saving extra data into .pp2s but thats because as a poserphobic, I have never really worked wit them)

     

     

  • Faeryl WomynFaeryl Womyn Posts: 3,737

    She offers both a Daz and Poser version, and using surfaces after I used Geomtry Stripper didnt give me the results I needed.  Iam going to make my own and hope I can figure out the rigging.  So far all links for legacy rigging are dead links, but I am sure I will find one somewhere.

    Also I don't have Poser, correction I think I have the Poser6 disk here, have to look and see, but might not work on my machine, think I stopped using it cause of something like that.

  • icprncssicprncss Posts: 3,694

    Download UVmapper Classic.  Load the obj into it.  Go to Edit>New UV map>box.  It will give you a basic box texture map since the actual obj is an oblong box.  Save the new obj under a new name.  Save the texture map so you have a template if you need it.  The obj should now have a basic uv map.  You can also use plannar mapping if you wish. 

  • Faeryl WomynFaeryl Womyn Posts: 3,737

    I know about uv mapper, however it does not read pp2 files as I found out last night and it froze the program.

  • mjc1016mjc1016 Posts: 15,001

    The danger of including geomtry in the pp2/cr2 is that makes it nearly impossible to fix or change anything. 

  • edited October 2015

    Hello folks,

    I thought I'd stick my head in here since this has apparently turned into a bit of a discussion, and someone gave me the cue that it was going on. I don't check Daz forums very often, and almost never the Commons, so didn't notice this before now. My apologies for the delay on that.

    -- I am uncertain how to extract the geometry of a prop such that it has both a Geometries and a Props (.pp2) file, that is why my prop objects always have the geometry embedded in the .pp2. 

    -- If someone knows of a fairly straightforward tutorial on how to do that, I would be happy to extract and update the Poser prop version in this format (with the extracted, rather than embedded geometry). I'm more than a little noob at modeling myself, so I just don't know how to do this yet, and as I don't model/create mesh often, it hasn't really come up. Most of my content falls under poses, textures, and figure morphs.

    -- As far as the "rigging"... there is no actual rigging that I know of. I never took the item into the setup room, as it really was just a low-poly rectangular shaped cube mesh out of Wings. I imported the mesh object into Poser, used magnets to create various random morphs and spawned morph targets into the object from there. When I had all the morphs I wanted, I saved the object with it's spawned morphs into the Poser prop folder as a .pp2.

    -- For the DS version, I just opened the Poser .pp2 prop inside of DS and then saved it as a Figure/Prop asset and made sure to grab the Data files when I packed it up for distribution. All the morphing was done inside of Poser with magnets, not inside of a modeler.

    This particular object came about because a friend needed just a sort of random strip of cloth to twist/turn and dangle off of bandages for a mummy render, and neither of us could find anything suitable, so I basically just threw this together real quick-and-dirty for her and sent it over to her. We talked about it a little bit, and figured I might as well release it publicaly, as finding little bits-and-bobs, odds-and-ends stuff like this can be difficult, and we both figured that  she wasn't the only one that might find it somewhat useful.

    Under normal circumstances, when I am putting together something like this for general public release, I uvmap the item before taking it into Poser for morph creation. I didn't do that with this one because originally, there had been no intentions for it other than to serve as a background small-scene item for my friend. And well, by that point, the morphs were already in the prop, and... I'm back to square one with not knowing how to uvmap it without losing the morphs. 

    I try to be very clear and up-front with quirks or limitations of any kind that my items might have, no matter what I'm packaging the item up for. That's why I made it a point to state that the object was NOT uvmapped and could not take image based textures/shaders. I did have an easy enough time applying very basic shaders to it that did NOT rely on image maps. But as I do with everything I release, I was trying to make sure that everyone knew exactly what they were getting with the download. I try to be very blunt and honest about what I'm offering when I post it, so that there's no nasty surprises later.

    So. All of that said...........

    1 - If someone can point me to a tut or something that explains how to extract the geometry from the item, I would be more than happy to update the Poser .pp2 to accomodate that. Caveat : I am not sure how to translate that update into the DS format, though I'm sure if I can get the geometry extracted to the Runtime/Geometries folder, then I would have the direct OBJ to work with and could just update the entire object with a UVMap for folks... at which point it would be simple enough to just import in DS and re-save the updated/uvmapped prop in DS format again.

    2 - At this stage, as the morphs were created with magnets inside of Poser, I really don't know how I would be able to uvmap the object without losing the morphs. I could just start from scratch and re-do the entire item with my usual Wings->UVMapper->Poser Morphing workflow, but the morphs would certainly not be reproduced exactly same, as they really were just random twist/pull/bend corners type of morphs done with Poser magnets.

    Let me know, please, and I'll see what I can do from this end to try and make this a little easier.

    Post edited by Seliah (Childe of Fyre) on
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