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[BUG-8244] new skeletons UV errors #15863

Closed sl-service-account closed 9 months ago

sl-service-account commented 9 years ago

Steps to Reproduce

see above

Actual Behavior

in reference to the new skeletons: http://wiki.secondlife.com/wiki/Mesh/Rigging_Fitted_Mesh

When importing to Mudbox or blender UVs either fail to display or display incorrectly. In blender the UV editor showed no UVs. In Mudbox there were errors on importing the .fbx version.

The UVs however dont import correctly and mudbox presents an error. I tried looking at the model in blender but when I selected UV editor to see the UVs there was nothing.

Im including screen shots of the problem I see in mudbox because I dunno how to fix the problem. as you will see the uvs are there in mudbox but seem to have have been flattened all into one UV and thats what causes the error in mudbox.

See attached screen shots

Expected Behavior

expected to see UVS not a flat UV or errors

Other information

Attachments

Original Jira Fields | Field | Value | | ------------- | ------------- | | Issue | BUG-8244 | | Summary | new skeletons UV errors | | Type | Bug | | Priority | Unset | | Status | Closed | | Resolution | Not Applicable | | Reporter | Tenly (tenly) | | Created at | 2015-01-18T00:12:33Z | | Updated at | 2015-01-28T21:55:31Z | ``` { 'Business Unit': ['Platform'], 'Date of First Response': '2015-01-28T15:01:25.680-0600', 'Severity': 'Unset', 'System': 'SL Viewer', 'Target Viewer Version': 'viewer-development', 'What just happened?': 'in reference to the new skeletons: http://wiki.secondlife.com/wiki/Mesh/Rigging_Fitted_Mesh\r\n\r\nWhen importing to Mudbox or blender UVs either fail to display or display incorrectly. In blender the UV editor showed no UVs. In Mudbox there were errors on importing the .fbx version.\r\n\r\nThe UVs however dont import correctly and mudbox presents an error. I tried looking at the model in blender but when I selected UV editor to see the UVs there was nothing.\r\n\r\nIm including screen shots of the problem I see in mudbox because I dunno how to fix the problem. as you will see the uvs are there in mudbox but seem to have have been flattened all into one UV and thats what causes the error in mudbox.\r\n\r\nSee attached screen shots', 'What were you doing when it happened?': 'see above', 'What were you expecting to happen instead?': 'expected to see UVS not a flat UV or errors', } ```
sl-service-account commented 9 years ago

Darien Caldwell commented at 2015-01-28T21:01:26Z

The UVs aren't broken or missing. I loaded the Blend file into blender, and all the UVs show as expected (see image: http://home.comcast.net/~volfin/20150128203252912.jpeg ) In blender UVs only show on vertices that are selected in Edit mode. I suspect you saw none because you had no vertices selected.

As for it being 'flattened', it's not actually. It's just that in SL the avatar is divided into 3 meshes, the Head, the upper body, and the lower body. Each has it's own UV. When those 3 meshes are merged, as they have been here, the UV coordinates for each mesh are merged into one UV. I am not sure why Jeremiah Linden chose to merge the 3 parts, but likely because this was only meant to be an example of how to weight for fitted mesh, and not for use as a default avatar base. It's probably still best to use the original Mesh avatar files (available here: http://wiki.secondlife.com/wiki/Clothing_Tutorials "Second Life Avatar Meshes" )

However, if you want to use this one, all you have to do is split the 3 sections back apart. This image shows along which edges to cut: http://home.comcast.net/~volfin/2015012820414246.jpeg

If using blender select all faces in a region and press 'p' to separate by Selection for instance.

Alternatively, you could assign each section it's own "material" which would allow for applying separate textures to each mesh section, utilizing only that sections UV area. I don't know if Mudbox supports that, but SL and Blender does.

For blender the steps are: 1) Create 3 materials in the material pane. Name them Head, Upperbody and Lowerbody. 2) Select all of the faces in the head region. 3) select the "Head" material, and press "Assign" just below the material list. this assigns those faces to that material. 4) do the same for the other two sections.

Selecting only one of the 3 sections will show the UV for that section in blender's UV editor.

Result will be something like this: http://i.imgur.com/sCr6VKA.png As you can see selecting one of the 3 sections alone invokes only the UVs for that section.

So in short, there's nothing corrupted or missing in the files. It's simply that they need more work on your part to get them into the state you need them to be.

Perhaps a secondary version should be offered that is already split or has materials added. But it's hard to know the specific requirements for every possible use situation.

sl-service-account commented 9 years ago

Kyle Linden commented at 2015-01-28T21:55:31Z

Hello Tenly,

After reviewing this report and given Darien's detailed explanation, I hope you see that this is not a bug after all.

Thanks!