#Mapping Scaling Objects
08-Mar-95 02:25:38
Sb: #157615-#Mapping Scaling Objects
Fm: Ralph F. Frantz 71534,3133
To: John K. Jordan 71174,711
>> Always suspected you were a little unconventional!
🙂
I was shooting for a grad that changed color from green to red as it grew
which my test did. HOWEVER, as the grad is revealing itself it is indeed
also stretching at the same time. Although it may be useful in another way,
(and to confirm your suspicion) this technique would NOT work for multiple
states at different levels.
So…
To get the effect EXACTLY as needed, linear, with 50% growth equal to half
the grad map, I would use an animated opacity map. After talking with Bob he
mentioned there may be some 10 different levels using 4 major color groups.
I went into Ani Pro and created 10 different animated cels consisting of
growing white bars. One bar grew from 0 to 100 units, the next to 90 units,
80 units, and so on. Each cel MUST be clipped at the highth of the 100
unit cel. These were saved as 100.cel, 90.cel, etc.
Then in the 3DS I created materials with the grads as texture maps and the
animated cels as opacity maps. Then all the states are created at
the highest level (100% scale) and the opacity map does the scaling. The
object will reveal itself and the grad in a totally linear way.
I believe with a combination of opacity and texture maps the project
would be managable in this way. Heck, if you did enough of these types of
graphs you could have a library of opacity maps at all percentages. With the
list of states, grad color group, and percent growth in front of you it will
go rather quickly… with no keyframming!
What do you think? Maybe a script could be created to handle this, a sort
of Corel Chart for 3DS?
Ralph