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View Full Version : Texture transfer problem, please help


SoulScience
07-03-2010, 06:08 AM
Hi all! i have rigged models in LW without UV's and textures. But i have same models with UV's and textures in Maya and Max. What i need is to transfer UV's and textures in LW rigged models. How i can do that? I'am new for LW. I have tried to export in obj from Maya to LW, then i tried to transfer UV's from them to rigged models, but it doesn't work

vonbon
07-04-2010, 08:06 PM
when you create the "obj" file from maya or max it should export the UVs as an extra file, "mtl"
so you'll end up with two files. Then import into LW and i would save it back out as a "lwo" file.

Then just replace the chracter models in layout.

SoulScience
07-05-2010, 07:25 AM
Then just replace the chracter models in layout.
Thanks Vonbon! How can i replace models in layout?

SoulScience
07-05-2010, 07:26 AM
Thanks Vonbon! How can i replace models in layout?

softdistortion
07-05-2010, 01:59 PM
I use LW, but I would suggest to use something other than LW for UV work...Unless it's changed lately with updates...it's capable, but not something I would want to go back to using for something like you are needing to do.

For ex, if your models are at all different in polys or point layout, the UVs will be a pig to move over in LW. Sometimes even when things seem identical, just moving them between apps will alter point order and mess up the UV when you get it back to LW.

Apps like Modo, XSI, Zbrush do better copy paste on non matched points/polys..also re-projecting to similar meshes.

Also if you are using .obj you should be aware that it only handles one UV, so if you have multiple UV layouts on the mesh you need to use a different format that handles more than the 1 UV....if you need .obj it does handle multiple surfaces, so you can combine all UVs into one and use surfaces to keep them separate. You then have to reassign them properly in LW.

Best rule...which you probably learned the hard way now... decide where the render will be done and keep texture/rigging in compatible format.

**AFAIK the info in previous post is not correct> .mtl file is aux material info not UV. The UV is contained in the main .obj file

http://en.wikipedia.org/wiki/Obj

ernpchan
07-05-2010, 05:10 PM
Thanks Vonbon! How can i replace models in layout?

Select the object you want to replace and under the File tab there should be a "Replace With Object" button.

softdistortion
07-06-2010, 02:13 AM
How is doing replace object gonna preserve a rigged and I assume weighted mesh?

ernpchan
07-06-2010, 04:25 AM
As long as the object that you're swapping out too has the same weight map names the rig should automatically update and deform the object properly.

softdistortion
07-07-2010, 02:44 AM
hmm...from what i recall that would wipe your entire object and rig.

For that to work, wouldn't you have to make sure your original mesh had it's rig on a separate layer and then do an import layer with only the mesh being replaced?

ernpchan
07-07-2010, 03:24 AM
hmm...from what i recall that would wipe your entire object and rig.

For that to work, wouldn't you have to make sure your original mesh had it's rig on a separate layer and then do an import layer with only the mesh being replaced?

Swapping out the object in Layout won't destroy your rig. The rig is the domain of Layout. You could replace your object with a null if you wanted to and your rig/bones will still be intact. You'll lose your bone/weight map assignments though.

You could actually have your rig on a null and then your geometry without any bones in it but still use the rig from the null. If you select your object and hit the Bone properties window there's a drop down to "use bones from". By default it's set to "self" but you could change it to the object or null that has the rig. It's better to have the object contain the bones as the speed of the rig suffers. But this work around is good for the morph along bone chain trick.

Are you thinking of copying pasting geometry in Modeler where you had a skelegon setup? If you delete your object and skelegons and then paste in your new object then yes you'll lose your skelegons rig. You'll also be inheriting the surface attributes of your old model. What you'd probably want to do is make a new object file, copy your new object into that file and then copy just the skelegons from your old object.

softdistortion
07-12-2010, 08:45 AM
ernpchan- thanks for those reminders and details. ..."use bones from" is something I never realized you could do. :thumbsup:

SubDProxy
07-12-2010, 11:00 PM
go to http://www.liberty3d.com and get the Weighter plugin for lightwave from earthworm jim. It can transfer weight maps from one model to the other. Or try http://earthwormjim.free.fr/ Weighter has saved me on many occasions. good luck with it. Even http://www.*******.com <--- Testing this link to see if it would work in CG Forums. That is funny, it is blocked out.
Junior

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