MeshPaint w/ skin/blobs?
21-May-95 22:21:42
Sb: #171183-MeshPaint w/ skin/blobs?
Fm: Kyle J. McKisic 75542,363
To: Ernie Jackson 73177,2354
Ernie,
I'm sorry, I just assumed that you were pretty familiar with metaballs.
Here's the scoop:
Metaballs can be used in two different ways – First is by creating
reference spheres that are used to generate ONE mesh in the 3D editor
through the use of a .PXP routine. the mesh that you get from this
is treated just like any other mesh (cubes, spheres, etc.) you can
optimize it, scale it, rotate it, etc. as a mesh – without affecting
the reference spheres. This mesh is stationary. Second, there is the
ability to animate your reference spheres in the keyframer and a NEW
MESH is created through an .AXP routine EVERY FRAME. This procedural
geometry is only created at render-time, so you can never see it in
the 3D Editor, or do anything with it – except for what the .AXP
routine lets you do.
So if you want to have a mesh that you will paint in MeshPaint, then
you would create your reference spheres and generate one mesh in the
3D Editor that you would apply mapping coordinates to and paint on.
<< …but that a Metaball model that has it's balls move around and is morphing
over time will not be paintable because it's shape is changing and it
can't really be mapped by traditional means?>> Correct, to a certain
extent. Texture mapping metaball geometry in the keyframer IS
possible. IPAS lets the software engineer generate mapping
coordinates and apply them to a procedurally created mesh. the
problem with this is that since NEW geometry is being created every
frame, there is no way to "stick" the texture to the ball (yet <g>).
And because the geometry never exists in the 3D Editor, how would you
paint it??? <g>
Mostly, I use Metaballs to create character mesh objects that I can
Optimize, paint, and animate with Bones Pro.
I hope this clears things up for ya 🙂
-Kyle