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Posted 22nd Jan 2012 at 08:15 AM - Updated 22nd Jan 2012 at 08:58 AM by CatOfEvilGenius - Viewed 25607 times. Direct link to this thread
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Cat's UV Data Merge
This MilkShape plugin is used when combining two mesh groups into one group. It adjusts the UV map where the two groups will join so that their UV texture coordinates match. It is similar to Wes Howe's Vertex Data Merge and Normal Data Merge, but whereas those plugins adjust xyz coordinates and normals, this one adjusts uv coordinates.
Download, unzip, and put the file msTS2A_UVdataMerge.dll in your MilkShape program folder. You will have a new option in the Vertex menu called Cat's UV Data Merge. It will appear just above Vertex Data Merge and Normal Data Merge.
Given a pair of vertices from two different groups, this plugin makes the uv coordinates of a vertex from group B match the uv coordinates of a vertex from group A.
- Group A should be above group B in the MilkShape groups tab.
- Select two vertices, one from group A, one from group B.
- In the Vertex menu, select Cat's UV Data Merge.
The vertex from group B now has the same uv coordinates as the vertex from group A. If you wish to combine groups A and B, you can now do so by selecting them both in the group tab and pressing Regroup. The four figures below show an example in which two groups, top and top2, are combined. The vertices of top2 have their xyz vertex coordinates, normals, and uv mapping coordinates matched to the vertices of top.
This plugin does work correctly at mesh seams. For example, a sim's arm has seams along the length of the arm. If you are merging an arm to a torso, some of the vertices you merge will be at the arm and torso mesh seams.
The plugin will work correctly at mesh seams if the following two conditions are met.
- There are at most two unique uv coordinates among all donor vertices.
- If the donor vertices differ in u but not v, the recipient vertices differ in u and not v. And vice versa.
If these conditions are not met, I cannot guarantee correct results. Adjust the uv there manually using demon's Extended Manual Edit. Do not adjust it manually using ctrl-t because you won't do it exactly, or if you do use ctrl-t, make it exact with Extended Manual Edit afterwards.
Thanks to the creators of MilkShape, and to wes_h for vertex and normal data merge.
Thanks to t2suggas for the great blue grid texture I used in this example.
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