Jungle Jewels failing to import

Issue #318 resolved
Abby Sciuto created an issue

Trying to import a character with the addon Jungle Jewels attached, causes an error to pop up and it doesn’t import the mesh.

I’ve been trying to figure out why this is happening but it’s completely over my head, I’ve tried another pubic hair mesh and that imported without issue, I’m thinking it’s down to how it’s being fitted but I don’t know for certain.

Comments (15)

  1. Abby Sciuto reporter

    OK so I figured out that one of the meshes it’s trying to import isn’t a standard mesh, I don’t really understand what it’s made up of but it’s got this at the bottom.

    In total the option I’ve chosen is made up of 3 meshes, a few of them are like this and I would also expect a few of them to have this at the bottom, someone I talked to about this managed to rewrite some code in the geometry.py, line 711, (Modified Geometry.py download) so that it could correctly import the other 2 meshes that don’t have what’s in the image, however the mesh that’s in the image only seems to import single vertices.

    I believe it’s something called Polyline though I could be wrong, I had a similar issue on a character’s eyebrows, they imported as individual lines of vertices, though in that case I was simply able to extrude and use solidify to fix it, I can’t do that in this case however.

  2. Abby Sciuto reporter

    The converter doesn’t work though in this case, it simply removes any trace of the original mesh after running ‘Make Hair’.

  3. Alessandro Padovani

    daz studio 4.14, blender 2.91, commit 4a4f032

    https://www.renderotica.com/store/sku/61315_Jungle-Jewels-For-G8F-Golden-Palace

    This is not sbh or dforce hair. It is hair modeled with geometry, actually it’s subdivided tubes, sort of. The author refers to fibermesh very improperly. Then I get an error when I try to import, test scene included. Due to the uv error the geometry itself fails to import so there’s nothing to check in the blend file.

    edit. I don’t get the line options reported by Abby, so it may be we use different versions. Mine is the link above.

    ERROR:
    Incompatible UV set
      <bpy_struct, Mesh("JungleJewels_08_GP_A") at 0x000001C74C40D2E8>
      <Uvset /data/meipex/junglejewels/jj_8_golden%20palace/uv%20sets/meipex/base/default.dsf#default 'Default UVs' 54922 24240 <HAIRMaterial /scenes/jungle.duf#Hairs1-1 r:<bpy_struct, Material("Hairs1-1") at 0x000001C73A00FC58> g:<Geometry /data/meipex/junglejewels/jj_8_golden%20palace/junglejewels_08_gp_a_40192.dsf#JungleJewels_08_GP_A JungleJewels_08_GP_A <bpy_struct, Mesh("JungleJewels_08_GP_A") at 0x000001C74C40D2E8>> i:False t:False>>
    For details see
    'C:\Users\Alessandro\Documents\daz_importer_errors.txt'
    

  4. Thomas Larsson repo owner

    Should work now. This is an example of a mesh with both polylines and polygons. I didn’t think that such a beast existed, so if polylines were encountered no faces were created. Now meshes with both faces and loose edges are created. That no faces were created also explains the UV error. It is gone too.

    Converting to particle hair didn’t give great results, although I didn’t try all options. But the mesh hair looks pretty good to me, so perhaps that isn’t necessary.

  5. Alessandro Padovani

    Commit de8abca works fine for me. I see now that some hair gets polylines together with the mesh. In this case the plugin imports the polyline material instead of the mesh material. May be it’s better to import the mesh material. I mean, if the mesh gets polylines then it should be considered a mesh anyway, an thus get mesh materials.

    Below an example where the pink material is not imported for the center area containing polylines.

    As for make hair, again it fails in the center area where the mesh gets polylines. In the example above the pink areas work fine with the sheet option. While the black area only works with the tube option and discards the mesh, keeping only the polylines. Again in my opinion when the mesh gets polylines it should be considered a mesh, and thus work as a mesh, may be with the sheet option.

    Please note that it may not be so unusual to get mesh hair with polylines, where polylines may be used to model thin stray hair.

  6. Thomas Larsson repo owner

    Things should work with the last commits.

    1. Hair materials are used based on the material itself, not how it is used. In particular, a material is a hair material if it has a Root Transmission Color channel.
    2. UVs are created as long as the mesh has polygons, even if it also has polylines. UVs are necessary for the Sheet method to work.

  7. Alessandro Padovani

    Commit 653804c works great. If Abby has nothing to add then I’d mark as resolved.

    As a side note, for hair getting polylines with the mesh, we can easily separate the polylines with the selection tool in edit mode (select > by trait > non manifold). As for the jungle specific case though, the wire and vertices seem due more to unconnected issues, that is, bad modeling. In other cases for different hair we may get polylines to model thin stray hair.

    The fix by Thomas handles beautifully the unconnected polylines though, so there’s no specific need to separate them in this case.

  8. Abby Sciuto reporter

    Sorry, I was busy over the past couple of days, forgot to check in, glad I did though because it has indeed been fixed, thank you very much for looking into this, I’ll mark it as resolved! 😁

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