I created a soup bowl in Strata and applied a photoshop jpg texture to it. then exported it as a vrml. when I import it into LI3D I either get that error message or the model shows and not the texture. Been a long time since I've used LI3D. But all I want to do is have my texture import with the model
I figured it out thanks. What do you recommend for wrapping a texture around a cup in Strata? I have problems wrapping textures around cylinder type models like, cups, cans etc. I noticed LI3D doesn't read the default mapping correctly in the "map" drop down menu.
Strata Live 3D uses UV Maps to do its texture mapping. When working with other Map Styles in Strata you can use the Burn UV command to create a new set of UV coordinates and convert the map back to a UV map which Live 3D will then read correctly.
I think that im having simular probles also. i can only seem to render live 3d models if i dont have any textures applied. is this a feature that live 3d can not handle. i've used testures that were in strata and also jpgs that i loaded
Live 3D handles textures just fine but it does have a couple of limitations. It won't handle multiple textures per object like CX allows, only the top most Texture will be sent to Live 3D if there are multiples. Also as noted above they must be UV mapped. The object has to have a UV map for Live 3D to use to apply the texture properly.
Most likely your model does not have a UV map so the textures which come from Strata and those you try to apply yourself from within Live 3D don't show up because the program doesn't know what to do with them and how to display them on the object properly.
Send me your model and the image maps you are using and I'll take a look at it for you.
There are a couple of problems with how you have set up your model in regards to how things work with Live 3D.
First of all there are a couple of objects where you have stacked multiple Textures on a single object. As I mentioned previously Live 3D will see only the topmost Texture from the list in the Object Properties palette's Textures & FX tab. You might as well remove all the others from the object then use the Delete Unused command from the Resource palette's Textures tab's Plus Menu to remove them from the model completely and reduce its memory requirements.
The next thing is that in a couple of places you have used the Position button in the Object Properties palette to rotate the image map which was applied to your object upside down. Unless you have UV Mapped the Texture to a Polygon Mesh type of object that repositioning of the image map is ignored. When positioning the Texture on a Polygon Mesh you have different set of tools in the Tool Bar for positioning, rotating and scaling the Texture and those transformations are respected in the Live 3D Export.
I will send you the modified model in an e-mail so you can see what I've done. For the two Textures on the face of the booth it was actually easier to just rotate the objects the Textures had been applied to by 180 degrees to right the image maps since the objects were symmetrical rectangles.