CompuServe Messages

#SKIN on a jumping box

    19-Jan-95 16:36:00
Fm: M. G. BATCHELOR 71532,1214
To: Michael Bassier 100114,1717
Hi Michael, << I "played" with your sample project and now I have two new questions: >> << 1. How can I "link" a template object (like pointer) to more than one object. As you might remember I use three boxes for my Kelloggs box. >> Assuming you mean you have 3 MORPH TARGETS, you do it just like the sample project illustrates: Apply Skin, Materials & Mapping to the pointer object, and name the first morph target in the Skin dialog (bottom left I think). Maybe I'm not understanding what you're trying to do ? << 2. I found the following line in the SKIN manual: "A skinned object is limited to a single assigned material." Is this true? Can`t believe it! I need six materials (for the six sides of the box). >> This is common for a Spline Surface UV-mapped texture, but is not a limitation. Make a grid, map it to the box & adjust as necessary using the UV parameters from the Materials Editor dialog, and render several views for reference. Then, use that grid & rendered views in a paint program to create a single image with the artwork for all box sides, top, & bottom. This image would look like artwork that's printed for real packaging, before it's folded. Using a program like Painter X/2 or 3.0, with an onion skin type feature, makes it much easier. For further reference, see David Stinnett's text on making & using the grid, uploaded somewhere here in the libraries. Unless the box is going to be large on-screen, just use the box as-is (no Skin applied), or re-loft at the desired resolution (increase path steps). Then use the YG's Deform, PD Bones, or the new Digimation Bones. The new Digi. Bones seems to be really nice. Wish I could afford it, but my system has priority. BILL p.s. – Oh, could you possibly upload whatever that project was I sent you to the forum ? A couple of people asked, but I may never find it with this configuration mess I've created <g>. Thanks.