paramount opened this issue on Nov 20, 2008 · 225 posts
Morkonan posted Fri, 12 December 2008 at 3:59 PM
Quote - Wow, look's really great ...
And that boots are not so bad ... it's for sure the outdoor work(wo)man's version with buildin steel caps ... but there have been hangar's and heavy tool's and vehicles so it's saving the cute toe's ... ok, ok, V4's toe's are not so cute as they could be but need's safety too ...
Only seen problem is not your's ... comparing to other figures V4's feet seem's to be to long ... making especialy round shoe looking a bit oversized ...
True. I may be able to narrow them down in the front before I UVMap everything this weekend.
Quote - Your problem with the flying off belt buckle might be the origin. If the part's of 1figure have different origins sometimes if scaling all together they drift apart. I get this effect also sometimes in C4D.
This is what I thought as well. I'm going to edit the centers and see if that corrects the issue. If not, I'll try a different scaling method. If all else fails, I'll scale it in Poser (which did not have a problem with the buckle because of the way it handles built objects like that) and then export/import it there and re-rig it for conforming. Whatever happens, I'll eventually solve the problem.
Quote - The problem with the fabrics on the arm's is the u-v orientation. Look's like a bug not a general feature cause the legs are correct. If both arm's had different material zone it would be no problem. Switching U and V component would solve it on the right arm. But as I remember both arm's share one mat zone. Only quick solution for V4 creating a new mat zone for the right arm.
I don't think it's possible to remap V4 in a Material pose without causing the user some difficulties, is it? Hmm..
You know, could it be possible to build two material settings for the arm within the same Material pose? They don't actually share the exact same portion of the mapped textures after all. The left and right arm textures are on different portions of the texture map, if I recall correctly. One would just have a extra set of maps in it that over-rode one portion of the UV and a new, reversed, setting to switch orientations just on that certain portion of the UV? So, for one part of the map it would go one way, and using a transmap on the other portion, the other material UV setting would be in the opposite orientation.. Do you think that is possible?
(I'm sure I'm not using the correct terminology here. But, if we can use transmaps and computations in Material settings, couldn't we just override a portion of the material settings using a transmap with an overlay that laid on top of it that just had a reversed orientation?)