New Member pem Posted September 14, 2008 New Member Report Share Posted September 14, 2008 I have been using 3D-Coat to make some skull caps for a variety of figures. The figures and skull caps are .obj files. I was hoping that I could make one skull cap with a variety of morphs for other figures but I have found out that when I load my first skull cap to conform it to a new head, 3D-Coat re-orders the vertices when I export the raw object. My process: made a skull cap from one figure using the retopology tool, saved as an .obj file with a uv map create a new file in 3D Coat import the head of another figure as a reference object from the Retopogisation commands menu, load the original skull cap .obj file using Import External Mesh command this will make the skull cap shrinkwrap/conform itself to the new head shape do not delete or add any polygons or vertices and save this changed skull cap as a new .obj file using Export Raw Object from the retopogisation command menu. The original skull cap and the second skull cap both have the same UVs but 3D-Coat has changed the vertex order in the process so that if I load the second skull cap as a morph target for the first skull cap (so I can have one skull cap that fits everyone), the mesh explodes when I dial up the morph since the vertices were re-ordered. So my humble request is for 3D-Coat to NOT change the vertex order when going from Import External Mesh to Export Raw Object if I only move vertices and do not add or delete any using the retopogisation tool. Quote Link to comment Share on other sites More sharing options...
Advanced Member ghib Posted September 14, 2008 Advanced Member Report Share Posted September 14, 2008 I have a feeling that this is a similar problem that I was having on this thread It would be very useful if these things were cleaned up in later releases. Quote Link to comment Share on other sites More sharing options...
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