Raj Advani
Raj Advani
Submitted the PR! There's a new method in there as well for rendering the scatter plot; when you run get_SMPL_UV_map.py it spits out an image like the following. Let me...
That's interesting, my first guess it that the online OBJ converter you're using is trying to minimize the number of unique texture coordinates using too large of an epsilon, causing...
That sounds good. Actually the OBJ I pasted above (converted from FBX) which didn't do any texture coordinate minimization (and therefore had 41319 texture coordinates), looks quite a bit different...
Haha you're right they're quite the same on the surface, it's just the normals and (probably) the texture coordinates that are different.
Interesting! Yes, I'll take a look on Monday and see if my results are similar to yours.
Hey! I noticed the same thing regarding the use of quads instead of triangles, so I run it through the FBX SDK's triangulator. You can do this like so: ```...
Pre-triangulation, I'm getting 6890 vertices, and 6900 polygons (quads). Post-triangulation, I get 6890 vertices and 13773 polygons (triangles).
Here's an example I ran against an SMPL file. I'm still wrapping my head around what these UV maps are _supposed_ to look like. Do you see the same color...
Attached is my C++ FBX to OBJ converter. It's meant to run on a Mac but you can get it to run on Linux pretty easily by just changing the...
Ok I think I see what you mean by the color maps being off. When I render just the X values to the scatter plot -- encoding X in the...