Re: Copying geometry from one object to another
There is a known issue with polygon node clusters (aka sample clusters) getting corrupted on meshes. Workaround is to delete the cluster and create a new one. Another option is to triangulate the mesh, but that would likely make it impossible for you to copy UVs between objects as the ordering would change. Well, actually it would copy/paste values, but the result would not be what you desire. I don't use the "Copy Texture Projection From Source" tool or any of it's siblings for exactly the reason you describe. A quick alternative is to CTRL + Drag the texture projection from your edited mesh onto the original mesh in the scene explorer. This makes a duplicate of the texture projection on the target mesh, but will only work if both meshes have the same number of polygon nodes and vertices, as well as same ordering. The technique I tend to find more reliable is to select the source object, open the texture editor, select all UVs using CTRL+A, then choose "copy UVs" from the edit menu. This will copy the selected UV values into the windows clipboard. Next, select the target object, refresh the texture editor focusing on the desired texture projection, again select all UVs using CTRL+A, then choose "Paste UVs" from the edit menu. This will take the UV values from the windows clipboard and paste them into the texture projection. This method copies UVs based on indexing of the polygon nodes on the meshes like the other techniques above. Matt Date: Fri, 5 Jun 2015 01:07:13 +0200 From: Fabian Schnuer Gohde Subject: Re: Copying geometry from one object to another To: softimage@listproc.autodesk.com Indded :-) Thank you for the exhaustive reply. Knowing houdini well too it seems to awkward to not be able to copy some polygons and uv's from one object to another. I've now taken the hard edges out of the equation by disconnecting them. But is "Copy Texture Projection from Source" fundamentally broken or am I doing something wrong? best regards, Fabian
Re: Copying geometry from one object to another
For future reference I've found a stupid work around. I copy the geometry over via ice's clone polygon mesh, keeping the old uv's and projection untouched (all uv's are at 0,0,0 at this point) Then I open the texture editor with the donor mesh, ctrl+a, ctrl+c then move to the receing mesh and in the texture editor ctrl+v. And it actually works. Mesh+uv's transplanted and error prone re-wiring of all partitions and expressions avoided ;-) Good night. -Fabian On 5 June 2015 at 01:07, Fabian Schnuer Gohde wrote: > Indded :-) Thank you for the exhaustive reply. Knowing houdini well too it > seems to awkward to not be able to copy some polygons and uv's from one > object to another. I've now taken the hard edges out of the equation by > disconnecting them. But is "Copy Texture Projection from Source" > fundamentally broken or am I doing something wrong? > > best regards, > Fabian > > On 4 June 2015 at 23:03, Matt Lind wrote: > >> A nice seque from the GATOR thread. >> >> Out of the box GATOR is your best bet, but it won't copy hardedge cluster >> information, and might slip up on a few UVs here or there - especially if >> the object has UV islands. If that isn't good enough you can script it >> using the GATOR SDK, but is a lot of work as there are many scenarios to >> account for. >> >> The other scripting option is to write something similar to the old >> Softimage|3D CopyGeometry+ custom effect which replaces an object in a >> hierarchy with another while preserving all relations such as >> group/layer/partition assignment, expressions, etc. >> >> I have experience doing both. The Gator path is more robust as it solves >> your current problem and becomes a weapon for future work, but you'll need >> to be pretty adept at the math to do it well as the GetClosestLocations() >> method and related aren't perfect and require some knowledge of the >> algorithms to correct the problems. The CopyGeometry+ approach is much >> easier to code, but inconsistencies in the SDK will make you want to pull >> your hair out as you must do significant testing to make sure you found >> all >> the edge cases where it doesn't work as expected/documented. >> >> That said, if you only have one or two objects, fastest route is to do it >> by >> hand. Scripting will only pay off if this is an ongoing thing. >> >> Matt >> >> >> >> >> >> Date: Thu, 4 Jun 2015 20:55:00 +0200 >> From: Fabian Schnuer Gohde >> Subject: Copying geometry from one object to another >> To: softimage@listproc.autodesk.com >> >> >> Hi, >> I have a mesh that has received some fixes and new uv's and I need to take >> geo/uvs/hardedges and copy that to an existing object replacing it's >> existing geometry/uvs/etc. allowing me to keep the object level stuff >> untouched (partitions, animation expressions, etc.) >> >> Using [apply delete i get rid fo the old geo first, letting it just be >> replaced by clone] and then clone polygon mesh as well as copy edge data >> from source. However the UV's transferred using "copy texture projection >> from source" seem to not want to follow along properly. In the texture >> editor every point is at 0,0 >> >> When showing values before the set data node in the top level of the copy >> tx proj compound shows the data correctly, but it doesn't seem to get >> applied. >> >> Another curious thing is that after copying the EdgeIsHard property all >> edges act as hard when subdividing. >> >> https://www.dropbox.com/s/xannoypcd4gslsw/copy_mesh_test.scn?dl=1 >> >> demo file showing what I'd like to accomplish. >> >> if there is an easier way/script/plugin to do this I'm all ears. >> >> Thank you, >> Fabian >> > >
Re: Copying geometry from one object to another
Indded :-) Thank you for the exhaustive reply. Knowing houdini well too it seems to awkward to not be able to copy some polygons and uv's from one object to another. I've now taken the hard edges out of the equation by disconnecting them. But is "Copy Texture Projection from Source" fundamentally broken or am I doing something wrong? best regards, Fabian On 4 June 2015 at 23:03, Matt Lind wrote: > A nice seque from the GATOR thread. > > Out of the box GATOR is your best bet, but it won't copy hardedge cluster > information, and might slip up on a few UVs here or there - especially if > the object has UV islands. If that isn't good enough you can script it > using the GATOR SDK, but is a lot of work as there are many scenarios to > account for. > > The other scripting option is to write something similar to the old > Softimage|3D CopyGeometry+ custom effect which replaces an object in a > hierarchy with another while preserving all relations such as > group/layer/partition assignment, expressions, etc. > > I have experience doing both. The Gator path is more robust as it solves > your current problem and becomes a weapon for future work, but you'll need > to be pretty adept at the math to do it well as the GetClosestLocations() > method and related aren't perfect and require some knowledge of the > algorithms to correct the problems. The CopyGeometry+ approach is much > easier to code, but inconsistencies in the SDK will make you want to pull > your hair out as you must do significant testing to make sure you found all > the edge cases where it doesn't work as expected/documented. > > That said, if you only have one or two objects, fastest route is to do it > by > hand. Scripting will only pay off if this is an ongoing thing. > > Matt > > > > > > Date: Thu, 4 Jun 2015 20:55:00 +0200 > From: Fabian Schnuer Gohde > Subject: Copying geometry from one object to another > To: softimage@listproc.autodesk.com > > > Hi, > I have a mesh that has received some fixes and new uv's and I need to take > geo/uvs/hardedges and copy that to an existing object replacing it's > existing geometry/uvs/etc. allowing me to keep the object level stuff > untouched (partitions, animation expressions, etc.) > > Using [apply delete i get rid fo the old geo first, letting it just be > replaced by clone] and then clone polygon mesh as well as copy edge data > from source. However the UV's transferred using "copy texture projection > from source" seem to not want to follow along properly. In the texture > editor every point is at 0,0 > > When showing values before the set data node in the top level of the copy > tx proj compound shows the data correctly, but it doesn't seem to get > applied. > > Another curious thing is that after copying the EdgeIsHard property all > edges act as hard when subdividing. > > https://www.dropbox.com/s/xannoypcd4gslsw/copy_mesh_test.scn?dl=1 > > demo file showing what I'd like to accomplish. > > if there is an easier way/script/plugin to do this I'm all ears. > > Thank you, > Fabian >
Re: Copying geometry from one object to another
A nice seque from the GATOR thread. Out of the box GATOR is your best bet, but it won't copy hardedge cluster information, and might slip up on a few UVs here or there - especially if the object has UV islands. If that isn't good enough you can script it using the GATOR SDK, but is a lot of work as there are many scenarios to account for. The other scripting option is to write something similar to the old Softimage|3D CopyGeometry+ custom effect which replaces an object in a hierarchy with another while preserving all relations such as group/layer/partition assignment, expressions, etc. I have experience doing both. The Gator path is more robust as it solves your current problem and becomes a weapon for future work, but you'll need to be pretty adept at the math to do it well as the GetClosestLocations() method and related aren't perfect and require some knowledge of the algorithms to correct the problems. The CopyGeometry+ approach is much easier to code, but inconsistencies in the SDK will make you want to pull your hair out as you must do significant testing to make sure you found all the edge cases where it doesn't work as expected/documented. That said, if you only have one or two objects, fastest route is to do it by hand. Scripting will only pay off if this is an ongoing thing. Matt Date: Thu, 4 Jun 2015 20:55:00 +0200 From: Fabian Schnuer Gohde Subject: Copying geometry from one object to another To: softimage@listproc.autodesk.com Hi, I have a mesh that has received some fixes and new uv's and I need to take geo/uvs/hardedges and copy that to an existing object replacing it's existing geometry/uvs/etc. allowing me to keep the object level stuff untouched (partitions, animation expressions, etc.) Using [apply delete i get rid fo the old geo first, letting it just be replaced by clone] and then clone polygon mesh as well as copy edge data from source. However the UV's transferred using "copy texture projection from source" seem to not want to follow along properly. In the texture editor every point is at 0,0 When showing values before the set data node in the top level of the copy tx proj compound shows the data correctly, but it doesn't seem to get applied. Another curious thing is that after copying the EdgeIsHard property all edges act as hard when subdividing. https://www.dropbox.com/s/xannoypcd4gslsw/copy_mesh_test.scn?dl=1 demo file showing what I'd like to accomplish. if there is an easier way/script/plugin to do this I'm all ears. Thank you, Fabian
Re: Copying geometry from one object to another
i have a bunch of objects with expressions and animation and complicated partition setups over multiple scenes which I don't want to have to redo or write some convoluted script for if it can be avoided ;-) -F On 4 June 2015 at 21:42, Mario Reitbauer wrote: > But what would be the problem getting a new mesh ? > If you just freeze the modelling stack after merging you can delete the > old mesh. > > 2015-06-04 21:18 GMT+02:00 Fabian Schnuer Gohde : > >> Hi, >> if you mean object merge then that creates a new object which wont help >> and MergePolygonMeshes in ICE presents me with the same problem as Copy, UV >> don't want to work. >> Thank you, >> Fabian >> >> On 4 June 2015 at 21:03, Mario Reitbauer >> wrote: >> >>> Couldn't you just delete the parts of the object you don't need anymore >>> and merge the new geometry to it. >>> This will merge everything you need (uvs, hard edges, clusters, >>> shapes...) >>> >>> 2015-06-04 20:55 GMT+02:00 Fabian Schnuer Gohde : >>> Hi, I have a mesh that has received some fixes and new uv's and I need to take geo/uvs/hardedges and copy that to an existing object replacing it's existing geometry/uvs/etc. allowing me to keep the object level stuff untouched (partitions, animation expressions, etc.) Using [apply delete i get rid fo the old geo first, letting it just be replaced by clone] and then clone polygon mesh as well as copy edge data from source. However the UV's transferred using "copy texture projection from source" seem to not want to follow along properly. In the texture editor every point is at 0,0 When showing values before the set data node in the top level of the copy tx proj compound shows the data correctly, but it doesn't seem to get applied. Another curious thing is that after copying the EdgeIsHard property all edges act as hard when subdividing. https://www.dropbox.com/s/xannoypcd4gslsw/copy_mesh_test.scn?dl=1 demo file showing what I'd like to accomplish. if there is an easier way/script/plugin to do this I'm all ears. Thank you, Fabian >>> >>> >>> >>> -- >>> -- >>> cont...@marioreitbauer.com >>> 0049 (0)157 86272215 >>> Professor-Brix-Weg 9 >>> 22767 Hamburg >>> -- >>> >> >> > > > -- > -- > cont...@marioreitbauer.com > 0049 (0)157 86272215 > Professor-Brix-Weg 9 > 22767 Hamburg > -- >
Re: Copying geometry from one object to another
But what would be the problem getting a new mesh ? If you just freeze the modelling stack after merging you can delete the old mesh. 2015-06-04 21:18 GMT+02:00 Fabian Schnuer Gohde : > Hi, > if you mean object merge then that creates a new object which wont help > and MergePolygonMeshes in ICE presents me with the same problem as Copy, UV > don't want to work. > Thank you, > Fabian > > On 4 June 2015 at 21:03, Mario Reitbauer > wrote: > >> Couldn't you just delete the parts of the object you don't need anymore >> and merge the new geometry to it. >> This will merge everything you need (uvs, hard edges, clusters, shapes...) >> >> 2015-06-04 20:55 GMT+02:00 Fabian Schnuer Gohde : >> >>> Hi, >>> I have a mesh that has received some fixes and new uv's and I need to >>> take geo/uvs/hardedges and copy that to an existing object replacing it's >>> existing geometry/uvs/etc. allowing me to keep the object level stuff >>> untouched (partitions, animation expressions, etc.) >>> >>> Using [apply delete i get rid fo the old geo first, letting it just be >>> replaced by clone] and then clone polygon mesh as well as copy edge data >>> from source. However the UV's transferred using "copy texture projection >>> from source" seem to not want to follow along properly. In the texture >>> editor every point is at 0,0 >>> >>> When showing values before the set data node in the top level of the >>> copy tx proj compound shows the data correctly, but it doesn't seem to get >>> applied. >>> >>> Another curious thing is that after copying the EdgeIsHard property all >>> edges act as hard when subdividing. >>> >>> https://www.dropbox.com/s/xannoypcd4gslsw/copy_mesh_test.scn?dl=1 >>> >>> demo file showing what I'd like to accomplish. >>> >>> if there is an easier way/script/plugin to do this I'm all ears. >>> >>> Thank you, >>> Fabian >>> >> >> >> >> -- >> -- >> cont...@marioreitbauer.com >> 0049 (0)157 86272215 >> Professor-Brix-Weg 9 >> 22767 Hamburg >> -- >> > > -- -- cont...@marioreitbauer.com 0049 (0)157 86272215 Professor-Brix-Weg 9 22767 Hamburg --
Re: Copying geometry from one object to another
Hi, if you mean object merge then that creates a new object which wont help and MergePolygonMeshes in ICE presents me with the same problem as Copy, UV don't want to work. Thank you, Fabian On 4 June 2015 at 21:03, Mario Reitbauer wrote: > Couldn't you just delete the parts of the object you don't need anymore > and merge the new geometry to it. > This will merge everything you need (uvs, hard edges, clusters, shapes...) > > 2015-06-04 20:55 GMT+02:00 Fabian Schnuer Gohde : > >> Hi, >> I have a mesh that has received some fixes and new uv's and I need to >> take geo/uvs/hardedges and copy that to an existing object replacing it's >> existing geometry/uvs/etc. allowing me to keep the object level stuff >> untouched (partitions, animation expressions, etc.) >> >> Using [apply delete i get rid fo the old geo first, letting it just be >> replaced by clone] and then clone polygon mesh as well as copy edge data >> from source. However the UV's transferred using "copy texture projection >> from source" seem to not want to follow along properly. In the texture >> editor every point is at 0,0 >> >> When showing values before the set data node in the top level of the copy >> tx proj compound shows the data correctly, but it doesn't seem to get >> applied. >> >> Another curious thing is that after copying the EdgeIsHard property all >> edges act as hard when subdividing. >> >> https://www.dropbox.com/s/xannoypcd4gslsw/copy_mesh_test.scn?dl=1 >> >> demo file showing what I'd like to accomplish. >> >> if there is an easier way/script/plugin to do this I'm all ears. >> >> Thank you, >> Fabian >> > > > > -- > -- > cont...@marioreitbauer.com > 0049 (0)157 86272215 > Professor-Brix-Weg 9 > 22767 Hamburg > -- >
Re: Copying geometry from one object to another
Couldn't you just delete the parts of the object you don't need anymore and merge the new geometry to it. This will merge everything you need (uvs, hard edges, clusters, shapes...) 2015-06-04 20:55 GMT+02:00 Fabian Schnuer Gohde : > Hi, > I have a mesh that has received some fixes and new uv's and I need to take > geo/uvs/hardedges and copy that to an existing object replacing it's > existing geometry/uvs/etc. allowing me to keep the object level stuff > untouched (partitions, animation expressions, etc.) > > Using [apply delete i get rid fo the old geo first, letting it just be > replaced by clone] and then clone polygon mesh as well as copy edge data > from source. However the UV's transferred using "copy texture projection > from source" seem to not want to follow along properly. In the texture > editor every point is at 0,0 > > When showing values before the set data node in the top level of the copy > tx proj compound shows the data correctly, but it doesn't seem to get > applied. > > Another curious thing is that after copying the EdgeIsHard property all > edges act as hard when subdividing. > > https://www.dropbox.com/s/xannoypcd4gslsw/copy_mesh_test.scn?dl=1 > > demo file showing what I'd like to accomplish. > > if there is an easier way/script/plugin to do this I'm all ears. > > Thank you, > Fabian > -- -- cont...@marioreitbauer.com 0049 (0)157 86272215 Professor-Brix-Weg 9 22767 Hamburg --