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How to get the uv information on my own example #7
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Hi, you can load the obj file and rewrite it with save_mtl to make it contain the UV information. Or you can use any other method to replace the vts and faces of the .obj file. The UV information can also be found in the |
@ZhanxyR Hi, I just tried out the |
You're welcome, and I'll close this issue. If you have any other questions, feel free to ask. |
@ZhanxyR Hi, thanks for the previous solution. I am currently having an issue regarding exporting FBX / rigging the SMPL model using the estimated results we have. I previously tried the official smpl-x blender add-on, but I think it cannot import the model from my parameters. |
Unfortunately, I was not familiar with fbx file structure. :( |
@ZhanxyR Hi, thanks for reopening the issue. I think that some parts of our pipeline may help. Would you have any advice on this? Or would you know if there is any existing method I can look into? |
Would it be possible to run your pipeline without subdividing the SMPLX model? (Though it seems that many parts of the code should be changed) |
Apologies for the delay in my response. If you just hope to obtain a SMPLX-based result without subdivision, there is a very simple way. As shown in Fig.S15 in our SupMat. , you can extract only the first 9383 points and the first 18732 triangle faces from the subdivided mesh file to get a SMPLX mesh (but without the eyeballs, which should be manual or adaptively added). |
@liaochenchieh This is a simple script I have tested. The required And one step we did not shown in this repo is to use Real-ESRGAN to SR the projected texture result, which has a great improvement, especially in the human face. |
@ZhanxyR Thanks for the reply! |
I think you should replace after texture projection. That means after you get a subdivided textured mesh, you can directly downsample the mesh file but keep the texture image unchanged.
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发件人:"Chen-Chieh (Jacky) Liao ***@***.***>;
发送时间:2024年9月28日(星期六) 中午11:45
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主题:Re: [ZhanxyR/SHERT] How to get the uv information on my own example (Issue #7)
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@ZhanxyR Thanks for the reply!
Does it mean I should create a SMPL-X based texture map by using your downsampling method and replace the mesh_path in the texture projection function with the downsampled mesh?
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Hi, thanks a lot for sharing this wonderful project!
I have tried out my single-image example with estimated SMPL obj files from ECON.
Now, when I want to use some visualization tool (I am using Blender) to see the generated results, I find it hard to apply the partial_tex texture image to the smplx_d2/dmplx_star object, mainly because the object does not contain the UV information.
I am pretty new to this area and don't know how to handle the UV part well. Could you provide some tips for solving this problem?
Thank you very much!
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