-
Notifications
You must be signed in to change notification settings - Fork 9
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Add support for vertex maps #14
Comments
Can you tell me what you are looking for in this mesh. You call it morph and it had morph keys. The morph keys are being assigned in the mesh assignment. |
Yes, morph keys (morph targets). They should translate to Blender shape
keys. Can that be done?
Then there are vertex maps, and vertex paint maps.
Thanks again for your help on this!
…On Sat, May 2, 2020, 6:39 PM Douglas Kastle ***@***.***> wrote:
@Donald-Drennan <https://github.com/Donald-Drennan>
Can you tell me what you are looking for in this mesh. You call it morph
and it had morph keys. The morph keys are being assigned in the mesh
assignment.
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
<#14 (comment)>,
or unsubscribe
<https://github.com/notifications/unsubscribe-auth/APJPS57GDHNAL75GB4ANGGDRPSOIXANCNFSM4MXX3R2A>
.
|
That's great news! I haven't been able to install the add-on. Something I
was doing wrong? I'm not sure what the problem was. I will try your latest
version to see if it works.
Vertex maps equivalent to vertex maps in Blender. Used for selection sets
and other things. The same with vertex paint. Very similar to weight maps,
but for surface color. Each vertex is assigned a color. It's for rough
coloring of objects.
Hope that helps. For some reason I thought you were a Lightwave user too.
Thanks!
…On Sat, May 2, 2020, 7:28 PM Douglas Kastle ***@***.***> wrote:
Can you import with the current addon, it seems to be pulling in both
Shape Keys and Vertex colors:
[image: morph0]
<https://user-images.githubusercontent.com/79840/80894658-c4be9080-8cd4-11ea-9715-28d8c8f376ff.png>
Maybe you could explain a bit about what a vertex map is in LW and what it
should be mapped to in Blender. Ditto for Vertex paint maps.
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
<#14 (comment)>,
or unsubscribe
<https://github.com/notifications/unsubscribe-auth/APJPS53PY3VDCXZHPR52QZ3RPSUA5ANCNFSM4MXX3R2A>
.
|
I dabbled in LW, but never used any thing fancy like a morph or a vertex paint. I am unsure if the current LWO parser is even pulling out the vertex paint information to translate it. But UV maps are there as are vertex colors, based on the image above. I guess i need to know where I am coming from to know where I am going. So an example of the thing in LW that is not in blender would be helpful. A whole mesh while a step it still too amorphous. |
Oh, vertex color and vertex paint would be the same thing. It's a method to
color an object. I never used that feature myself. Morphs on the other
hand are very useful for animation. I used them to make facial expressions
in my mouse character, but they didn't transfer with obj format.
Thanks again?
Just let me know what you need.
…On Sat, May 2, 2020, 7:47 PM Douglas Kastle ***@***.***> wrote:
I dabbled in LW, but never used any thing fancy like a morph or a vertex
paint. I am unsure if the current LWO parser is even pulling out the vertex
paint information to translate it. But UV maps are there as are vertex
colors, based on the image above. I guess i need to know where I am coming
from to know where I am going. So an example of the thing in LW that is not
in blender would be helpful. A whole mesh while a step it still too
amorphous.
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
<#14 (comment)>,
or unsubscribe
<https://github.com/notifications/unsubscribe-auth/APJPS572NLVFHG6AHP3TKKTRPSWI7ANCNFSM4MXX3R2A>
.
|
If you could resolve your addon install issue and check to see if the current implementation does what you need that would be very helpful. From my view point it is doing both of these things to some degree. If they are not satisfactory then that is something else. It is unclear to me what work needs, if any, needs to be done on this issue. |
Douglas,
I got the latest version of the add-on installed and tested it.
Morphs/shape keys works! I got my mouse character loaded in and all the
shape keys are there. Now I have to see if I can transfer the new UV map
and materials I made working on a version imported via OBJ file.
There seems to be something wrong with UV maps though. Lightwave vs.
Blender.
[image: Screenshot 2020-05-03 17.02.44.jpg]
[image: Screenshot 2020-05-03 17.04.37.jpg]
Vertex paint didn't exactly work. It imported them, but they are blank, no
color information.
Selection sets didn't work either, but this isn't very important to me.
Weight maps work fine.
Thanks so much for your help with this! This is so much better than it was.
I think I'll be able to import more of my models now without so much
headache.
Donald L. Drennan
…On Sun, May 3, 2020 at 7:18 AM Douglas Kastle ***@***.***> wrote:
If you could resolve your addon install issue and check to see if the
current implementation does what you need that would be very helpful.
From my view point it is doing both of these things to some degree. If
they are not satisfactory then that is something else.
It is unclear to me what work needs, if any, needs to be done on this
issue.
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
<#14 (comment)>,
or unsubscribe
<https://github.com/notifications/unsubscribe-auth/APJPS54LYWOQQAAML3YNC63RPVHJ3ANCNFSM4MXX3R2A>
.
|
@Donald-Drennan The materials for cycles in the addon are not completed. This is actually an issue that @joewilliamsen has reported and is the purpose of issue #9 to get that working. Until then one can build the materials them selves, which seems to be the standard MO when importing meshes elsewhere. I imagine the Vertex paint having no color is related to this. However morph/shape are working, weight maps are working, thats great Let me check a few things, but I think this issue can be closed. |
Douglas,
Yes, I knew materials weren't really working. It does create materials, but
the images aren't connected in nodes. But, I can see how Lightwave's
surfaces aren't like Blender's materials.
Can you tell what's causing the UV map problem? Points in the UVs being
connected where they shouldn't be? It makes the UV maps kind of useless.
Thanks!
…On Sun, May 3, 2020, 7:38 PM Douglas Kastle ***@***.***> wrote:
@Donald-Drennan <https://github.com/Donald-Drennan> The materials for
cycles in the addon are not completed. This is actually an issue that
@joewilliamsen <https://github.com/joewilliamsen> has reported and is the
purpose of issue #9
<#9> to get that
working.
Until then one can build the materials them selves, which seems to be the
standard MO when importing meshes elsewhere.
I imagine the Vertex paint having no color is related to this.
However morph/shape are working, weight maps are working, thats great
Let me check a few things, but I think this issue can be closed.
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
<#14 (comment)>,
or unsubscribe
<https://github.com/notifications/unsubscribe-auth/APJPS54VDET3T3MZZJP3WJLRPX6ABANCNFSM4MXX3R2A>
.
|
I am looking into this now and I think the problem and the solution has to do with meshes that have more than one UV. If you use an image that is assigned a UV you are supposed to assign the UV as an input to the image texture node. If a mesh has only one UV, it takes that one as a default and one can assign a UV without explicitly doing it. When there is more than one UV you can't take the implicit assignment and one needs to be explicit and add a UV node to the material, assign the correct UV and connect it into the image texture. I have been working on improving the material generation of the addon to do exactly this. However if you can't wait, experiment with this feature and see if it helps. I could use the feedback, to make sure this is the same problem you are seeing and if my solution is the same as your problem. If not, send on an offending mesh and detail where exactly the problem is |
Douglas,
That is a problem, but not the one I was concerned with as much.
Take a closer look at these screenshots. In Lightwave, the UVs look right,
but translated to Blender, they're messed up. You see the polygons
stretching between the islands? It's not handling shared points correctly,
and therefore the UVs are unusable. I don't know how to fix this.
Thanks again!
…On Wed, May 6, 2020, 5:49 AM Douglas Kastle ***@***.***> wrote:
Same mesh with out the UV assign:
[image: image]
<https://user-images.githubusercontent.com/79840/81163841-45a4b300-8f87-11ea-8080-7126cf45a19a.png>
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
<#14 (comment)>,
or unsubscribe
<https://github.com/notifications/unsubscribe-auth/APJPS5YMSJLE3PSJ2PZEHULRQEXEHANCNFSM4MXX3R2A>
.
|
There are no images in your post |
That would explain why you didn't understand me. That's odd. I attached
them, it shows that they are attached in my Sent folder.
Try this. Insert vs. attach
[image: Screenshot 2020-05-03 17.02.44.jpg]
[image: Screenshot 2020-05-03 17.04.37.jpg]
Thanks!
Donald L. Drennan
<https://www.avast.com/sig-email?utm_medium=email&utm_source=link&utm_campaign=sig-email&utm_content=webmail&utm_term=icon>
Virus-free.
www.avast.com
<https://www.avast.com/sig-email?utm_medium=email&utm_source=link&utm_campaign=sig-email&utm_content=webmail&utm_term=link>
<#DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2>
…On Wed, May 6, 2020 at 12:43 PM Douglas Kastle ***@***.***> wrote:
There are no images in your post
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
<#14 (comment)>,
or unsubscribe
<https://github.com/notifications/unsubscribe-auth/APJPS52QPITTBQKRPEI7YDDRQGHT5ANCNFSM4MXX3R2A>
.
|
OK I see and understand the problem. I have no idea what the solution is. Looking at the LW version, there are red dots on some points, I assume these are co-located points, so they are there effectively twice. Blender gets confused, renders only one of the 2 and then keeps the join going to the second locations next neighbour. Ponder! |
Yes, that seems to be the problem. I had lots of trouble with this in
Lightwave when trying to create UV maps back in previous version.
Blender shows co-located points separated. I don't know why it can't deal
with this. It makes the UV map useless.
If you figure out anything, please let me know.
Thanks!
Donald L. Drennan
<https://www.avast.com/sig-email?utm_medium=email&utm_source=link&utm_campaign=sig-email&utm_content=webmail&utm_term=icon>
Virus-free.
www.avast.com
<https://www.avast.com/sig-email?utm_medium=email&utm_source=link&utm_campaign=sig-email&utm_content=webmail&utm_term=link>
<#DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2>
…On Wed, May 6, 2020 at 6:41 PM Douglas Kastle ***@***.***> wrote:
OK I see and understand the problem. I have no idea what the solution is.
Looking at the LW version, there are red dots on some points, I assume
these are co-located points, so they are there effectively twice. Blender
gets confused, renders only one of the 2 and then keeps the join going to
the second locations next neighbour.
Ponder!
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
<#14 (comment)>,
or unsubscribe
<https://github.com/notifications/unsubscribe-auth/APJPS53VRO6YQMWGGYABZPDRQHRQBANCNFSM4MXX3R2A>
.
|
It makes certain types of UV useless. There are other UV maps that it works with just fine. I am surprised that this is such a deal breaker for you ;). But I will have a look |
Thanks. Are you saying some Lightwave model's UVs translate correctly? I
will test more of my models.
If this could be a fixed easily in Blender, it wouldn't be a problem, but
getting Blender to create the exact same layout seems imposible, so the
texture mapping doesn't work right. If you try to paint on the bad UVs, you
get slashes of color where it's not supposed to be.
I really appreciate your hard work on this.
Thanks again!
…On Wed, May 6, 2020, 7:01 PM Douglas Kastle ***@***.***> wrote:
It makes certain types of UV useless. There are other UV maps that it
works with just fine.
I am surprised that this is such a deal breaker for you ;). But I will
have a look
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
<#14 (comment)>,
or unsubscribe
<https://github.com/notifications/unsubscribe-auth/APJPS55DOXEJPP77PAKCFSLRQHT4NANCNFSM4MXX3R2A>
.
|
Also I know you commented on this post, but I am recording it here for reference: |
Well that looks like it worked! That's great if nothing else is broken.
I look forward to trying it.
Thanks!
…On Wed, May 6, 2020, 7:14 PM Douglas Kastle ***@***.***> wrote:
Yes if you look at my above images, the two faces with numbers on these
are correctly assigned UVs. They are square images on square faces.
Might be a storm in a teacup, I reordered some stuff in the addon and got
this:
[image: image]
<https://user-images.githubusercontent.com/79840/81237389-6e649100-8ff7-11ea-8dd4-7ea9798990eb.png>
I'll check a few other places to to see if my fix didn't break something
else
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
<#14 (comment)>,
or unsubscribe
<https://github.com/notifications/unsubscribe-auth/APJPS533NNN7SZVYQO7AP7TRQHVN7ANCNFSM4MXX3R2A>
.
|
As requested by @Donald-Drennan
Found in this post on blender artists:
https://blenderartists.org/t/where-did-lightwave-import-export-go-in-2-57/506000/20?u=mavek
The text was updated successfully, but these errors were encountered: