BUG on proxy

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Re: BUG on proxy

Postby wolgade » Fri Jan 20, 2017 3:37 pm

Marco_105 wrote:So you mean if I didn't try to do an alternative topology I didn't have to make kind of proxy ?

I still don't get you. An alternative topology is a proxy. It is done the same way as clothes are done. You use MC to make your proxy (clothes, alternative topology) deform the same way as the base mesh. A proxy can have any number of vertices.

The deformations themselves are always defined on the base mesh, never on the proxy. That's the reason why you can't do targets for female genitals. They simply don't exist on the base mesh. You use MakeTarget to create these deformations. It is a very good idea to use the "Load Human" button, because it makes sure that vertex order is preserved. It is a bit misleading that you have the option to load an average female, male or the base mesh. You always load the base mesh, but with different deformations.

topology is exactly the same as model because a copy of it...

but not necessarily the vertex order. An example:
1.png
1.png (5.25 KiB) Viewed 4481 times
2.png
2.png (6.03 KiB) Viewed 4481 times


Both planes are identical, but have a different vertex order. A target that is supposed to influnce vertex 1 will lead to different results in both meshes.
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Re: BUG on proxy

Postby Marco_105 » Fri Jan 20, 2017 10:54 pm

Vertex order wrong would mean process wrong too ?

May I take base model from MH and import it via MHX2 with helpers and stil hope get a mesh with order respect ?
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Re: BUG on proxy

Postby wolgade » Sat Jan 21, 2017 8:42 am

Marco_105 wrote:Vertex order wrong would mean process wrong too ?

Certainly! Let's have a look a look at what is stored in a target file.
Code: Select all
# basemesh hm08
745 0 0 0
748 .002 -.002 .003
749 0 -.008 .005
750 -.002 0 .01
751 -.006 0 .009
752 -.002 .003 .017
753 -.002 .002 .015

There's no magic about it. The target file stores offset (translation) vectors for the vertices. In this case vertex #745 isn't changed at all, vertex #748 is translated by ( .002, -.002, .003 ) and so on. If your vertex order is messed up, these vertices will be located somewhere else. A target that is supposed to deform the tip of the nose might instead affect vertices located on the right hand. This will look weird.
May I take base model from MH and import it via MHX2 with helpers and stil hope get a mesh with order respect ?

I don't know if MHX2 preserves vertex order. A sure way to preserve vertex order is to export as Wavefront obj. When importing into Blender make sure to select "Keep Vert Order".
obj.png
obj.png (20.34 KiB) Viewed 4464 times
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Re: BUG on proxy

Postby Marco_105 » Sun Jan 22, 2017 4:25 am

OK, and you say if I take model from MT and copy it (duplicate) I would not be sure that BL made the same order of vertex ?
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Re: BUG on proxy

Postby wolgade » Sun Jan 22, 2017 9:42 am

Marco_105 wrote:OK, and you say if I take model from MT and copy it (duplicate) I would not be sure that BL made the same order of vertex ?

I simply don't know. Ask some Blender developer. I know that OBJ import with the right option preserves vertex order. Using "Load Human" in MC or MT also preserves vertex order. If I wanted to make a target I would stick to these two options.
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